Computer-readable non-transitory storage medium having game program stored therein, game system, game apparatus control method, and game apparatus

ABSTRACT

There is an operation mode that is switchable between a first mode and a second mode. In the first mode, a screen is divided into two display areas, and a game image in which a first player character is included in one of the areas and a second player character is included in the other area is displayed. In the second mode, a game image in which the first player character and the second player character are included is displayed in a single screen. In addition, the first player character can be moved using the first controller, and the second player character can be moved using a second controller. The second player character can be freely moved in the first mode, and can be moved within a predetermined range based on the position of the first player character in the second mode.

CROSS REFERENCE TO RELATED APPLICATION

The disclosure of Japanese Patent Application Nos. 2019-096746,2019-096747, and 2019-096748, filed on May 23, 2019, are incorporatedherein by reference.

FIELD

The exemplary embodiments relate to a game process for executing amultiplayer game played by a plurality of players using the same displaysection.

BACKGROUND AND SUMMARY

Hitherto, a game that is played while a plurality of player charactersare being switched has been known. For example, a game in which threeplayer characters that are to be operation targets are present and thatis played by a player while the player is switching an operation targetat predetermined timing, has been known. In such a game, the threecharacters can be caused to act together, or can be separated from eachother, located at different places, and caused to act individually atthe different places while an operation target is being switched.

The above game is assumed to be played by a single player, and a singleplayer plays the game while switching an operation target character asappropriate. Here, regarding a game played by a plurality of players ona single screen such as a racing game, a technique to divide one screeninto two screens when two players play such a game has also been known.As for this point, when the case where a game that is played while aplurality of operation targets are being switched as described above isplayed simultaneously, for example, by two players, is assumed, there isroom for improvement in a method for display of a screen of the game,etc.

Therefore, it is an object of the exemplary embodiments to provide acomputer-readable non-transitory storage medium having a game programstored therein and the like that are capable of easily viewable displayin accordance with a situation in multiplay in which a plurality ofpersons play on a single screen.

In order to attain the object described above, for example, thefollowing configuration examples are exemplified.

A configuration example is directed to a computer-readablenon-transitory storage medium having stored therein a game program to beexecuted by a computer of an information processing apparatus thatexecutes a multiplayer game by a plurality of players, the game programcausing the computer to: acquire first operation data from a firstcontroller and acquire second operation data from a second controller;control a first player character within a virtual space on the basis ofthe first operation data and control the second player character withinthe virtual space on the basis of the second operation data; control avirtual camera within the virtual space and generate and output a gameimage of the virtual space to a display section; and switch an operationmode between a first mode and a second mode. In the first mode, thefirst player character is moved within the virtual space on the basis ofthe first operation data and the second player character is moved withinthe virtual space on the basis of the second operation data; and adisplay area for a game image is divided into a first display area and asecond display area and a game image in which at least the first playercharacter is included in the first display area and at least the secondplayer character is included in the second display area is generated. Inthe second mode, the first player character is moved within the virtualspace on the basis of the first operation data and the second playercharacter is moved within a predetermined range based on a position ofthe first player character, on the basis of the second operation data;and the display area is not divided and a game image in which the firstplayer character and the second player character are included in asingle display area is generated.

According to the above configuration example, in the multiplayer game,appropriate screen display can be performed in accordance with change ofthe operation mode.

In another configuration example, the game program further causes thecomputer to perform a process of changing an operation target from aplayer character that has been an operation target of the firstcontroller or the second controller so far, to another player characterwithin the virtual space in accordance with an operation target changeinstruction based on the first operation data or the second operationdata, and setting the other player character after the change as thefirst player character or the second player character.

According to the above configuration example, a strategic game thatproceeds while an operation target is switched at any time during playcan be provided. In addition, as a result of switching the operationtarget, the frequency of occurrence of change of the operation mode isincreased, but appropriate screen display can be automatically performedin accordance with change of the operation mode.

In another configuration example, when a predetermined instruction isperformed on the basis of the first operation data, a forced movementprocess of causing the first player character to make a motion offorcedly moving the second player character to a position away from thefirst player character may be further performed. Furthermore, if theforced movement process is performed when the operation mode is thesecond mode, the operation mode may be switched to the first mode.

According to the above configuration example, as a result of forcedmovement, the positions of the first player character and the secondplayer character are moved away from each other, and switching toappropriate display can be automatically made accordingly.

In another configuration example, the information processing program mayfurther cause the computer to place a first cursor object in a firstdisplay color at a predetermined position based on the position of thefirst player character and place a second cursor object in a seconddisplay color, which is different from the first display color, at apredetermined position based on a position of the second playercharacter.

According to the above configuration example, even when the charactersoperated by the respective players come close to each other, whichplayer a displayed cursor is associated with can easily be recognized.

In another configuration example, when the operation mode is the firstmode, if the first player character and the second player character comeinto contact with each other, the operation mode may be switched fromthe first mode to the second mode.

According to the above configuration example, the operation mode can beswitched through a simple and intuitive operation.

In another configuration example, the game program may cause thecomputer to: control a member character that is a character differentfrom the player characters; set a plurality of parties each including atleast one leader character; add one or more member characters to theparty on the basis of the first operation data or the second operationdata. The game program may cause the computer to set either one of thefirst and second player characters as the leader character and set theplayer object that is not the leader character as a rear characterwithin the same party, when setting the party. Furthermore, the gameprogram may cause the computer to set the operation mode to the firstmode if the first player character and the second player character formdifferent parties, and set the operation mode to the second mode if thefirst player character and the second player character form the sameparty.

According to the above configuration example, a screen that is easilyviewable by each player can be provided in accordance with whether aplurality of players belong to the same party or are present indifferentparties. In particular, in a game in which joining/division of a partyfrequently occurs, appropriate display can be performed in accordancewith a party state. In addition, the frequency of occurrence ofjoining/division of a party is increased even when an operation forswitching the operation target is performed, but, in this case as well,appropriate display can be performed in accordance with a party state.

In another configuration example, when the operation mode is the secondmode, if the player character that has been an operation target of thefirst controller or the second controller is switched to a third playercharacter different from the first player character and the secondplayer character and the third player character belongs to a partydifferent from the party to which the first player character and thesecond player character belong, the operation mode may be switched fromthe second mode to the first mode.

According to the above configuration example, a screen that is easilyviewable by each player can be provided in accordance with whether aplurality of players belong to the same party or are present indifferent parties.

According to the exemplary embodiments, an appropriate display screencan be provided in accordance with a state of progress of the game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram showing an example of the state where a leftcontroller 3 and a right controller 4 are attached to a main bodyapparatus 2;

FIG. 2 is a diagram showing a non-limiting example of the state whereeach of the left controller 3 and the right controller 4 is detachedfrom the main body apparatus 2;

FIG. 3 is six orthogonal views showing a non-limiting example of themain body apparatus 2;

FIG. 4 is six orthogonal views showing a non-limiting example of theleft controller 3;

FIG. 5 is six orthogonal views showing a non-limiting example of theright controller 4;

FIG. 6 is a block diagram showing a non-limiting example of the internalconfiguration of the main body apparatus 2;

FIG. 7 is a block diagram showing non-limiting examples of the internalconfigurations of the main body apparatus 2, the left controller 3, andthe right controller 4;

FIG. 8 shows a non-limiting example of a game screen according to anembodiment;

FIG. 9 shows a non-limiting example of the game screen according to theembodiment;

FIG. 10 shows a non-limiting example of the game screen according to theembodiment;

FIG. 11 shows a non-limiting example of the game screen according to theembodiment;

FIG. 12 shows a non-limiting example of the game screen according to theembodiment;

FIG. 13 shows a non-limiting example of the game screen according to theembodiment;

FIG. 14 shows a non-limiting example of the game screen according to theembodiment;

FIG. 15 shows a non-limiting example of the game screen according to theembodiment;

FIG. 16 shows a non-limiting example of the game screen according to theembodiment;

FIG. 17 shows a non-limiting example of the game screen according to theembodiment;

FIG. 18 shows a non-limiting example of the game screen according to theembodiment;

FIG. 19 shows a non-limiting example of the game screen according to theembodiment;

FIG. 20 shows a non-limiting example of the game screen according to theembodiment;

FIG. 21 shows a non-limiting example of the game screen according to theembodiment;

FIG. 22 shows a non-limiting example of the game screen according to theembodiment;

FIG. 23 shows a non-limiting example of the game screen according to theembodiment;

FIG. 24 shows a non-limiting example of the game screen according to theembodiment;

FIG. 25 shows a non-limiting example of the game screen according to theembodiment;

FIG. 26 shows a non-limiting example of the game screen according to theembodiment;

FIG. 27 shows a non-limiting example of the game screen according to theembodiment;

FIG. 28 shows a non-limiting example of the game screen according to theembodiment;

FIG. 29 shows a non-limiting example of the game screen according to theembodiment;

FIG. 30 is a diagram for explaining following movement of a lock-oncursor;

FIG. 31 is a diagram for explaining a lock-on adjustable range;

FIG. 32 is a diagram for explaining the lock-on adjustable range;

FIG. 33 shows a non-limiting example of a to-be-thrown object selectionUI;

FIG. 34 shows a non-limiting example of the to-be-thrown objectselection UI;

FIG. 35 is a diagram for explaining a non-limiting example of the mannerof movement in the to-be-thrown object selection UI;

FIG. 36 is a diagram for explaining a non-limiting example of the mannerof movement in the to-be-thrown object selection UI;

FIG. 37 is a diagram for explaining a non-limiting example of the mannerof movement in the to-be-thrown object selection UI;

FIG. 38 is a memory map showing a non-limiting example of various datastored in a DRAM 85 of the main body apparatus 2;

FIG. 39 is a diagram showing a non-limiting example of the datastructure of companion character master data 312;

FIG. 40 is a diagram showing a non-limiting example of the datastructure of companion character data 313;

FIG. 41 is a diagram showing a non-limiting example of the datastructure of first party data 315;

FIG. 42 is a diagram showing a non-limiting example of the datastructure of 1P section UI data 319;

FIG. 43 is a flowchart showing the details of a game process;

FIG. 44 is a flowchart showing the details of processes based onoperation contents;

FIG. 45 is a flowchart showing the details of a movement process;

FIG. 46 is a flowchart showing the details of a lock-on process;

FIG. 47 is a flowchart showing the details of the lock-on process;

FIG. 48 is a flowchart showing the details of a cursor control process;

FIG. 49 is a flowchart showing an operation target switching process;

FIG. 50 is a flowchart showing the details of the operation targetswitching process;

FIG. 51 is a flowchart showing the details of a throwing process;

FIG. 52 is a flowchart showing the details of a mode setting process;

FIG. 53 is a flowchart showing the details of a joining process;

FIG. 54 is a flowchart showing the details of a dividing process;

FIG. 55 is a flowchart showing the details of a virtual camera settingprocess; and

FIG. 56 is a flowchart showing the details of a UI placement process.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

Hereinafter, an exemplary embodiment will be described.

A game system according to an example of the exemplary embodiment isdescribed below. An example of a game system 1 according to theexemplary embodiment includes a main body apparatus (an informationprocessing apparatus; which functions as a game apparatus main body inthe exemplary embodiment) 2, a left controller 3, and a right controller4. Each of the left controller 3 and the right controller 4 isattachable to and detachable from the main body apparatus 2. That is,the game system 1 can be used as a unified apparatus obtained byattaching each of the left controller 3 and the right controller 4 tothe main body apparatus 2. Furthermore, in the game system 1, the mainbody apparatus 2, the left controller 3, and the right controller 4 canalso be used as separate bodies (see FIG. 2). Hereinafter, first, thehardware configuration of the game system 1 according to the exemplaryembodiment is described, and then, the control of the game system 1according to the exemplary embodiment is described.

FIG. 1 is a diagram showing an example of the state where the leftcontroller 3 and the right controller 4 are attached to the main bodyapparatus 2. As shown in FIG. 1, each of the left controller 3 and theright controller 4 is attached to and unified with the main bodyapparatus 2. The main body apparatus 2 is an apparatus for performingvarious processes (e.g., a game process) in the game system 1. The mainbody apparatus 2 includes a display 12. Each of the left controller 3and the right controller 4 is an apparatus including operation sectionswith which a user provides inputs.

FIG. 2 is a diagram showing an example of the state where each of theleft controller 3 and the right controller 4 is detached from the mainbody apparatus 2. As shown in FIGS. 1 and 2, the left controller 3 andthe right controller 4 are attachable to and detachable from the mainbody apparatus 2. It should be noted that hereinafter, the leftcontroller 3 and the right controller 4 will occasionally be referred tocollectively as a “controller”.

FIG. 3 is six orthogonal views showing an example of the main bodyapparatus 2. As shown in FIG. 3, the main body apparatus 2 includes asubstantially plate-shaped housing 11. In the exemplary embodiment, amain surface (in other words, a surface at a front side, i.e., a surfaceon which the display 12 is provided) of the housing 11 has a generallyrectangular shape.

It should be noted that the shape and the size of the housing 11 areoptional. As an example, the housing 11 may have a size that makes themain body apparatus 2 portable. In addition, the main body apparatus 2alone or the unified apparatus obtained by attaching the left controller3 and the right controller 4 to the main body apparatus 2 may functionas a mobile apparatus. Furthermore, the main body apparatus 2 or theunified apparatus may function as a handheld apparatus or a portableapparatus.

As shown in FIG. 3, the main body apparatus 2 includes the display 12,which is provided on the main surface of the housing 11. The display 12displays an image generated by the main body apparatus 2. In theexemplary embodiment, the display 12 is a liquid crystal display device(LCD). The display 12, however, may be any type of display device.

Furthermore, the main body apparatus 2 includes a touch panel 13 on ascreen of the display 12. In the exemplary embodiment, the touch panel13 is of a type that allows a multi-touch input (e.g., a capacitivetype). The touch panel 13, however, may be of any type. For example, thetouch panel 13 may be of a type that allows a single-touch input (e.g.,a resistive type).

The main body apparatus 2 includes speakers (i.e., speakers 88 shown inFIG. 6) within the housing 11. As shown in FIG. 3, speaker holes 11 aand 11 b are formed on the main surface of the housing 11. Then, soundsoutput from the speakers 88 are output through the speaker holes 11 aand 11 b.

Furthermore, the main body apparatus 2 includes: a left terminal 17 thatis a terminal for the main body apparatus 2 to perform wiredcommunication with the left controller 3; and a right terminal 21 thatis a terminal for the main body apparatus 2 to perform wiredcommunication with the right controller 4.

As shown in FIG. 3, the main body apparatus 2 includes a slot 23. Theslot 23 is provided on an upper side surface of the housing 11. The slot23 has a shape that allows a predetermined type of storage medium to beattached to the slot 23. The predetermined type of storage medium is,for example, a dedicated storage medium (e.g., a dedicated memory card)for the game system 1 and an information processing apparatus of thesame type as the game system 1. The predetermined type of storage mediumis used to store, for example, data (e.g., saved data of an application,or the like) to be used by the main body apparatus 2 and/or a program(e.g., a program for an application, or the like) to be executed by themain body apparatus 2. Furthermore, the main body apparatus 2 includes apower button 28.

The main body apparatus 2 includes a lower terminal 27. The lowerterminal 27 is a terminal for the main body apparatus 2 to communicatewith a cradle. In the exemplary embodiment, the lower terminal 27 is aUSB connector (more specifically, a female connector). In addition, whenthe unified apparatus or the main body apparatus 2 alone is mounted onthe cradle, the game system 1 can display on a stationary monitor animage generated by and output from the main body apparatus 2. Moreover,in the exemplary embodiment, the cradle has the function of charging theunified apparatus or the main body apparatus 2 alone mounted on thecradle. Furthermore, the cradle has the function of a hub device(specifically, a USB hub).

FIG. 4 is six orthogonal views showing an example of the left controller3. As shown in FIG. 4, the left controller 3 includes a housing 31. Inthe exemplary embodiment, the housing 31 has a vertically long shape,i.e., is shaped to be long in an up-down direction (i.e., a y-axisdirection shown in FIGS. 1 and 4). In the state where the leftcontroller 3 is detached from the main body apparatus 2, the leftcontroller 3 can also be held in the orientation in which the leftcontroller 3 is vertically long. The housing 31 has such a shape and asize that when held in the orientation in which the housing 31 isvertically long, the housing 31 can be held with one hand, particularlythe left hand. Furthermore, the left controller 3 can also be held inthe orientation in which the left controller 3 is horizontally long.When held in the orientation in which the left controller 3 ishorizontally long, the left controller 3 may be held with both hands.

The left controller 3 includes an analog stick 32. As shown in FIG. 4,the analog stick 32 is provided on a main surface of the housing 31. Theanalog stick 32 can be used as a direction input section with which adirection can be input. The user tilts the analog stick 32 and therebycan input a direction corresponding to the direction of the tilt (andinput a magnitude corresponding to the angle of the tilt). It should benoted that the left controller 3 may include a directional pad, a slidestick that allows a slide input, or the like as the direction inputsection, instead of the analog stick. Furthermore, in the exemplaryembodiment, it is possible to provide an input by pressing the analogstick 32.

The left controller 3 includes various operation buttons. The leftcontroller 3 includes four operation buttons 33 to 36 (specifically, aright direction button 33, a down direction button 34, an up directionbutton 35, and a left direction button 36) on the main surface of thehousing 31. Furthermore, the left controller 3 includes a record button37 and a“−” (minus) button 47. The left controller 3 includes a firstL-button 38 and a ZL-button 39 on an upper left portion of aside surfaceof the housing 31. Moreover, the left controller 3 includes a secondL-button 43 and a second R-button 44 on the side surface of the housing31 on which the left controller 3 is attached to the main body apparatus2. These operation buttons are used to give instructions depending onvarious programs (e.g., an OS program and an application program)executed by the main body apparatus 2.

Furthermore, the left controller 3 includes a terminal 42 for the leftcontroller 3 to perform wired communication with the main body apparatus2.

FIG. 5 is six orthogonal views showing an example of the rightcontroller 4. As shown in FIG. 5, the right controller 4 includes ahousing 51. In the exemplary embodiment, the housing 51 has a verticallylong shape, i.e., is shaped to be long in the up-down direction. In thestate where the right controller 4 is detached from the main bodyapparatus 2, the right controller 4 can also be held in the orientationin which the right controller 4 is vertically long. The housing 51 hassuch a shape and a size that when held in the orientation in which thehousing 51 is vertically long, the housing 51 can be held with one hand,particularly the right hand. Furthermore, the right controller 4 canalso be held in the orientation in which the right controller 4 ishorizontally long. When held in the orientation in which the rightcontroller 4 is horizontally long, the right controller 4 may be heldwith both hands.

Similar to the left controller 3, the right controller 4 includes ananalog stick 52 as a direction input section. In the exemplaryembodiment, the analog stick 52 has the same configuration as that ofthe analog stick 32 of the left controller 3. In addition, the rightcontroller 4 may include a directional pad, a slide stick that allows aslide input, or the like, instead of the analog stick. Moreover, similarto the left controller 3, the right controller 4 includes four operationbuttons 53 to 56 (specifically, an A-button 53, a B-button 54, anX-button 55, and a Y-button 56) on a main surface of the housing 51.Moreover, the right controller 4 includes a “+” (plus) button 57 and ahome button 58. Furthermore, the right controller 4 includes a firstR-button 60 and a ZR-button 61 on an upper right portion of a sidesurface of the housing 51. Furthermore, similar to the left controller3, the right controller 4 includes a second L-button 65 and a secondR-button 66.

Moreover, the right controller 4 includes a terminal 64 for the rightcontroller 4 to perform wired communication with the main body apparatus2.

FIG. 6 is a block diagram showing an example of the internalconfiguration of the main body apparatus 2. The main body apparatus 2includes components 81 to 91, 97, and 98 shown in FIG. 6 in addition tothe components shown in FIG. 3. Some of the components 81 to 91, 97, and98 may be mounted as electronic components on an electronic circuitboard and accommodated in the housing 11.

The main body apparatus 2 includes a processor 81. The processor 81 isan information processing section for executing various types ofinformation processing to be executed by the main body apparatus 2. Forexample, the processor 81 may be composed only of a CPU (CentralProcessing Unit), or may be composed of a SoC (System-on-a-chip) havinga plurality of functions such as a CPU function and a GPU (GraphicsProcessing Unit) function. The processor 81 performs the various typesof information processing by executing an information processing program(e.g., a game program) stored in a storage section (specifically, aninternal storage medium such as a flash memory 84, an external storagemedium attached to the slot 23, or the like).

The main body apparatus 2 includes a flash memory 84 and a DRAM (DynamicRandom Access Memory) 85 as examples of internal storage media built inthe main body apparatus 2. The flash memory 84 and the DRAM 85 areconnected to the processor 81. The flash memory 84 is a memory mainlyused to store various data (or programs) to be saved in the main bodyapparatus 2. The DRAM 85 is a memory used to temporarily store variousdata to be used for information processing.

The main body apparatus 2 includes a slot interface (hereinafterabbreviated as “I/F”) 91. The slot I/F 91 is connected to the processor81. The slot I/F 91 is connected to the slot 23, and in accordance withan instruction from the processor 81, reads and writes data from and tothe predetermined type of storage medium (e.g., a dedicated memory card)attached to the slot 23.

The processor 81 performs the above information processing by readingand writing data from and to the flash memory 84, the DRAM 85, and eachof the above storage media as appropriate.

The main body apparatus 2 includes a network communication section 82.The network communication section 82 is connected to the processor 81.The network communication section 82 communicates (specifically, throughwireless communication) with an external apparatus via a network. In theexemplary embodiment, as a first communication form, the networkcommunication section 82 connects to a wireless LAN and communicateswith an external apparatus, using a method compliant with the Wi-Fistandard. Furthermore, as a second communication form, the networkcommunication section 82 wirelessly communicates with another main bodyapparatus 2 of the same type, using a predetermined communication method(e.g., communication based on a unique protocol or infrared lightcommunication). It should be noted that the wireless communication inthe above second communication form achieves the function of enablingso-called “local communication” in which the main body apparatus 2 canwirelessly communicate with another main body apparatus 2 placed in aclosed local network area, and the plurality of main body apparatuses 2directly communicate with each other to transmit and receive data.

The main body apparatus 2 includes a controller communication section83. The controller communication section 83 is connected to theprocessor 81. The controller communication section 83 wirelesslycommunicates with the left controller 3 and/or the right controller 4.The method for communication between the main body apparatus 2 and theleft controller 3 and the right controller 4 is optional. In theexemplary embodiment, the controller communication section 83 performscommunication compliant with the Bluetooth (registered trademark)standard with the left controller 3 and with the right controller 4.

The processor 81 is connected to the left terminal 17, the rightterminal 21, and the lower terminal 27. When performing wiredcommunication with the left controller 3, the processor 81 transmitsdata to the left controller 3 via the left terminal 17 and also receivesoperation data from the left controller 3 via the left terminal 17. Inaddition, when performing wired communication with the right controller4, the processor 81 transmits data to the right controller 4 via theright terminal 21 and also receives operation data from the rightcontroller 4 via the right terminal 21. Moreover, when communicatingwith the cradle, the processor 81 transmits data to the cradle via thelower terminal 27. As described above, in the exemplary embodiment, themain body apparatus 2 can perform both wired communication and wirelesscommunication with each of the left controller 3 and the rightcontroller 4. Furthermore, when the unified apparatus obtained byattaching the left controller 3 and the right controller 4 to the mainbody apparatus 2 or the main body apparatus 2 alone is attached to thecradle, the main body apparatus 2 can output data (e.g., image data orsound data) to the stationary monitor or the like via the cradle.

Here, the main body apparatus 2 can communicate with a plurality of leftcontrollers 3 simultaneously (in other words, in parallel). Furthermore,the main body apparatus 2 can communicate with a plurality of rightcontrollers 4 simultaneously (in other words, in parallel). Thus, aplurality of users can simultaneously provide inputs to the main bodyapparatus 2, each using a set of the left controller 3 and the rightcontroller 4. As an example, a first user can provide an input to themain body apparatus 2 using a first set of the left controller 3 and theright controller 4, and simultaneously, a second user can provide aninput to the main body apparatus 2 using a second set of the leftcontroller 3 and the right controller 4.

The main body apparatus 2 includes a touch panel controller 86 that is acircuit for controlling the touch panel 13. The touch panel controller86 is connected between the touch panel 13 and the processor 81. On thebasis of a signal from the touch panel 13, the touch panel controller 86generates, for example, data indicating the position where a touch inputis provided. Then, the touch panel controller 86 outputs the data to theprocessor 81.

Furthermore, the display 12 is connected to the processor 81. Theprocessor 81 displays a generated image (e.g., an image generated byexecuting the above information processing) and/or an externallyacquired image on the display 12.

The main body apparatus 2 includes a codec circuit 87 and the speakers(specifically, a left speaker and a right speaker) 88. The codec circuit87 is connected to the speakers 88 and a sound input/output terminal 25and also connected to the processor 81. The codec circuit 87 is acircuit for controlling the input and output of sound data to and fromthe speakers 88 and the sound input/output terminal 25.

The main body apparatus 2 includes a power control section 97 and abattery 98. The power control section 97 is connected to the battery 98and the processor 81. Furthermore, although not shown, the power controlsection 97 is connected to components of the main body apparatus 2(specifically, components that receive power supplied from the battery98, the left terminal 17, and the right terminal 21). On the basis of acommand from the processor 81, the power control section 97 controls thesupply of power from the battery 98 to the above components.

Furthermore, the battery 98 is connected to the lower terminal 27. Whenan external charging device (e.g., the cradle) is connected to the lowerterminal 27, and power is supplied to the main body apparatus 2 via thelower terminal 27, the battery 98 is charged with the supplied power.

FIG. 7 is a block diagram showing examples of the internalconfigurations of the main body apparatus 2, the left controller 3, andthe right controller 4. It should be noted that the details of theinternal configuration of the main body apparatus 2 are shown in FIG. 6and therefore are omitted in FIG. 7.

The left controller 3 includes a communication control section 101 thatcommunicates with the main body apparatus 2. As shown in FIG. 7, thecommunication control section 101 is connected to components includingthe terminal 42. In the exemplary embodiment, the communication controlsection 101 can communicate with the main body apparatus 2 through bothwired communication via the terminal 42 and wireless communication notvia the terminal 42. The communication control section 101 controls themethod for communication performed by the left controller 3 with themain body apparatus 2. That is, when the left controller 3 is attachedto the main body apparatus 2, the communication control section 101communicates with the main body apparatus 2 via the terminal 42.Furthermore, when the left controller 3 is detached from the main bodyapparatus 2, the communication control section 101 wirelesslycommunicates with the main body apparatus 2 (specifically, thecontroller communication section 83). The wireless communication betweenthe communication control section 101 and the controller communicationsection 83 is performed in accordance with the Bluetooth (registeredtrademark) standard, for example.

Furthermore, the left controller 3 includes a memory 102 such as a flashmemory. The communication control section 101 includes, for example, amicrocomputer (or a microprocessor) and performs various processes byexecuting firmware stored in the memory 102.

The left controller 3 includes buttons 103 (specifically, the buttons 33to 39, 43, 44, and 47). Furthermore, the left controller 3 includes theanalog stick (“stick” in FIG. 7) 32. Each of the buttons 103 and theanalog stick 32 outputs information regarding an operation performed onitself to the communication control section 101 repeatedly atappropriate timing.

The left controller 3 includes inertial sensors. Specifically, the leftcontroller 3 includes an acceleration sensor 104. Furthermore, the leftcontroller 3 includes an angular velocity sensor 105. In the exemplaryembodiment, the acceleration sensor 104 detects the magnitudes ofaccelerations along predetermined three axial (e.g., xyz axes shown inFIG. 4) directions. It should be noted that the acceleration sensor 104may detect an acceleration along one axial direction or accelerationsalong two axial directions. In the exemplary embodiment, the angularvelocity sensor 105 detects angular velocities about predetermined threeaxes (e.g., the xyz axes shown in FIG. 4). It should be noted that theangular velocity sensor 105 may detect an angular velocity about oneaxis or angular velocities about two axes. Each of the accelerationsensor 104 and the angular velocity sensor 105 is connected to thecommunication control section 101. Then, the detection results of theacceleration sensor 104 and the angular velocity sensor 105 are outputto the communication control section 101 repeatedly at appropriatetiming.

The communication control section 101 acquires information regarding aninput (specifically, information regarding an operation or the detectionresult of the sensor) from each of input sections (specifically, thebuttons 103, the analog stick 32, and the sensors 104 and 105). Thecommunication control section 101 transmits operation data including theacquired information (or information obtained by performingpredetermined processing on the acquired information) to the main bodyapparatus 2. It should be noted that the operation data is transmittedrepeatedly, once every predetermined time. It should be noted that theinterval at which the information regarding an input is transmitted fromeach of the input sections to the main body apparatus 2 may or may notbe the same.

The above operation data is transmitted to the main body apparatus 2,whereby the main body apparatus 2 can obtain inputs provided to the leftcontroller 3. That is, the main body apparatus 2 can determineoperations on the buttons 103 and the analog stick 32 on the basis ofthe operation data. Furthermore, the main body apparatus 2 can calculateinformation regarding the motion and/or the orientation of the leftcontroller 3 on the basis of the operation data (specifically, thedetection results of the acceleration sensor 104 and the angularvelocity sensor 105).

The left controller 3 includes a power supply section 108. In theexemplary embodiment, the power supply section 108 includes a batteryand a power control circuit. Although not shown, the power controlcircuit is connected to the battery and also connected to components ofthe left controller 3 (specifically, components that receive powersupplied from the battery).

As shown in FIG. 7, the right controller 4 includes a communicationcontrol section 111 that communicates with the main body apparatus 2.Furthermore, the right controller 4 includes a memory 112 that isconnected to the communication control section 111. The communicationcontrol section 111 is connected to components including the terminal64. The communication control section 111 and the memory 112 havefunctions similar to those of the communication control section 101 andthe memory 102, respectively, of the left controller 3. Thus, thecommunication control section 111 can communicate with the main bodyapparatus 2 through both wired communication via the terminal 64 andwireless communication not via the terminal 64 (specifically,communication compliant with the Bluetooth (registered trademark)standard). The communication control section 111 controls the method forcommunication performed by the right controller 4 with the main bodyapparatus 2.

The right controller 4 includes input sections similar to the inputsections of the left controller 3. Specifically, the right controller 4includes buttons 113, the analog stick 52, and inertial sensors (anacceleration sensor 114 and an angular velocity sensor 115). These inputsections have functions similar to those of the input sections of theleft controller 3 and operate similar to the input sections of the leftcontroller 3.

The right controller 4 includes a power supply section 118. The powersupply section 118 has a function similar to that of the power supplysection 108 of the left controller 3 and operates similar to the powersupply section 108.

[Outline of Game Process in Exemplary Embodiment]

Next, an operation outline of the game process executed in the gamesystem according to the exemplary embodiment will be described. Itshould be noted that, in the exemplary embodiment, the case where themain body apparatus 2 alone is mounted on the cradle and a game isplayed in a form in which the main body apparatus 2 outputs image dataor sound data to the stationary monitor or the like via the cradle, willbe described as an example.

The game process assumed in the exemplary embodiment assumes the casewhere two players mainly play, that is, simultaneous play by twoplayers. However, for easy understanding, first, an outline of a gameaccording to the exemplary embodiment will be described with the case ofplay by a single player as an example.

FIG. 8 shows an example of a screen of the game generated by taking animage of a virtual three-dimensional game space, which is a stage forthe game, using a virtual camera. In FIG. 8, player characters 201A,201B, and 201C (hereinafter, occasionally referred to collectively asplayer character), a plurality of companion characters 202, a cursorobject 203 (hereinafter, simply referred to as cursor), a to-be-thrownobject selection UI (user interface) 204, and an operation characterinformation image 205 are displayed. Each player character is an objectthat can be operated on the basis of an operation input by a player.Meanwhile, each companion character 202 is an object that cannot beoperated directly by a player. The companion characters 202 basicallymove following movement of the player characters. Here, the game has aconcept of a “party”. The “party” can be composed of one “leader” and aplurality of “members”. The party needs at least one “leader”, but thenumber of “members” may be 0. That is, there can be a party composed ofonly a “leader”. Then, among the above three player characters 201, anyplayer character can be a “leader”. The other player characters 201 thatare not a “leader” become “members”, or become “leaders” of otherparties. In addition, the companion characters 202 are included as“members”. The companion characters 202 are scattered on a game field,and the player can add determined companion characters 202 to the partyby performing a predetermined operation. In the game, the characters inthe “party” basically move together as a unit. The game is a game thatproceeds using the companion characters 202 in various situations.

The cursor 203 is an object that is displayed at a position away fromthe position of the player character 201 by a predetermined distance atthe movement direction side of the player character 201, and has a roleas an aiming point. Although will be described later, the companioncharacter 202 can be “thrown” to a spot at which the cursor 203 ispresent, in the game. In addition, the to-be-thrown object selection UI204 is a UI for selecting an object to be thrown. The to-be-thrownobject selection UI 204 will be described later. The operation characterinformation image 205 indicates the player characters 201 present in thesame party and indicates the currently operated player character.Although will be described later, the player can operate either one ofthe three player characters as an operation target in the game. Inaddition, the operation target can be switched.

Moreover, although not shown, various types of information regarding thegame such as a mini map image and an image indicating carried items andthe number of the items are also displayed on the game screen.

In the game, motions that can be made by the player characters 201include a motion of “throwing” and a motion of “whistling”. The motionof “throwing” is a motion of throwing the companion character 202 withinthe party toward the spot of the cursor 203. The spot of the cursor 203is a position away by a predetermined distance or longer from theposition of either one of the player characters 201A to 201C that iscurrently an operation target. Thus, the motion of “throwing” can alsobe considered as a process of moving the companion character 202 to aspot away from the player character 201 by the predetermined distance orlonger. The thrown companion character 202 performs various actions inaccordance with various objects that are present near the location towhich the companion character 202 has been thrown. For example, when an“enemy character” is present near the location to which the companioncharacter 202 has been thrown, the companion character 202 attacks theenemy character. In addition, when a “material object” or a “foodobject” is present near the location to which the companion character202 has been thrown, the companion character 202 makes an action ofcarrying the object to a place that is preset as a “base” on the gamefield. Regarding an object to be thrown, the player can also throw theplayer character 201 that is a “rear character” described later. Then,by throwing the “rear character”, the player can create another partyincluding the thrown rear character as a “leader”. Creating anotherparty by throwing the “rear character” as described above is referred toas “division” of the party. Operations for the division will bedescribed separately later.

Meanwhile, the motion of “whistling” is a motion for controlling thestructure of the party. Specifically, the companion characters 202 thatare scattered on the game field can be caused to join the own party, orthe party can be broken up, in accordance with the manner of whistling.Control for joining and breakup of the party will be describedseparately later.

In the game, several types of companion characters having differentcharacteristics and abilities are prepared as the companion characters202. In FIG. 8 described above, the differences in type are shown bydifferences in color between the companion characters 202. Actions thatare performed by the companion characters 202 that are thrown asdescribed above are different depending on the types thereof. Also,regarding attack actions, attacking power is different depending on thetype, or a certain type of companion character 202 provides anabnormality state (e.g., a poisoned state or the like) to an enemycharacter. Thus, the player plays while considering which type ofcompanion character 202 is appropriate to be thrown, in accordance withthe object that is present near the destination of throwing. Operationsfor selecting a companion character or the like to be thrown will bedescribed later.

Meanwhile, in the game, the three player characters 201A to 201C arepresent as described above. In the case of play by a single player,either one of these player characters can be directly operated by theplayer. The player can also switch the player character 201 that is anoperation target. That is, in the case of play by a single player, theplayer can play while switching the three player characters. Inaddition, in the case of later-described play by two players, two of thethree player characters 201 can be operated by the respective players.For example, the case where the player character 201A and the playercharacter 201B are present in the same party and the player character201C is present in another party is assumed. In this case, a firstplayer can operate the player character 201A, and a second player canoperate the player character 201B. In addition, since an operationtarget can be switched during play, the second player can switch the ownoperation target from the player character 201B to the player character201C during play. Furthermore, thereafter, the first player can switchthe own operation target from the player character 201A to the playercharacter 201B. That is, the operation target can be switched to theplayer character 201 that is not an operation target. It should be notedthat, in the exemplary embodiment, the player character to which theoperation target is switched may be a player character within the sameparty, or may be a player character within another party. In anotherembodiment, for example, the operation target may be switchable to onlya player character within another party.

When such switching occurs, basically, a virtual camera is controlled asappropriate such that the player character 201 that is an operationtarget is displayed substantially at the center of the screen. Forexample, virtual cameras corresponding to the respective playercharacters are prepared (that is, there are three virtual cameras intotal), and control of switching a virtual camera to be used and thelike are performed in accordance with the above switching operation. Inaddition, in another example, a virtual camera may be prepared for eachplayer, and parameters such as the position and the direction of thevirtual camera may be changed in accordance with the above switchingoperation such that the player character 201 that is an operation targetis displayed substantially at the center of the screen. That is, aprocess in which one virtual camera is moved in accordance with changeof an operation target may be performed.

FIGS. 9 and 10 each show an example of a screen when switching acharacter in the case of play by a single player. FIG. 9 shows a statewhere the current operation target is the player character 201A. Inaddition, FIG. 9 shows a state where only the player character 201A ispresent as a player character within a party. Each of the playercharacters 201B and 201C is waiting at another place that is notdisplayed on the screen, as another party. For example, the case wherethe player switches the operation target to the player character 201C inthis state is considered. In this case, when the player performs apredetermined operation for character switching, for example, pressesthe Y-button 56, a character switching menu 207 is displayed so as to besuperimposed on the current game screen during play as shown in FIG. 9.In the character switching menu 207, images of switchable playercharacters are displayed. In this state, for example, by tilting theanalog stick 32 rightward or leftward while pressing the Y-button 56 andthen separating the finger from the Y-button 56, the player can switchthe operation target to the player character 201 corresponding to thedirection of the tilt. At this time, the character switching menu 207 isdeleted from the screen. In the state in FIG. 9, for example, when theplayer tilts the stick 32 leftward while pressing the Y-button 56 andthen separates the finger from the Y-button 56, the player can switchthe operation target from the player character 201A to the playercharacter 201C as shown in FIG. 10. In addition, the operation targetmay be switched by merely tilting the stick 32 while pressing theY-button 56. With the switching, a game screen corresponding to theplayer character 201C is displayed as the game screen. Moreover, theposition of the cursor 203 is also changed from a position on a straightline along the movement direction of the player character 201A to aposition on a straight line along the movement direction of the playercharacter 201C.

In the following description, the player character 201 that is anoperation target of the first player is referred to as “1P character”.In addition, the player character 201 that is an operation target of thesecond player is referred to as “2P character”. Moreover, in the aboveparty, either one of the above three player characters is set as a“leader”. In the case of play by a single player, the 1P character isthe leader of the party. That is, the leader moves in accordance with anoperation of the player, and the other player characters 201 and thecompanion characters 202 within the party move following the leader. Inthe following description, the player characters 201 that are not aleader and become members of the party are referred to as “rearcharacters”. The player character 201 that is set as a leader isreferred to as “leader character”.

Here, regarding the above motion of “throwing”, the leader character can“throw” not only the companion characters 202 within the own party butalso the rear characters in the game. Even when the rear character is anoperation target of either player, the rear character can bean object tobe “thrown”. In other words, regarding the rear character, the positionof the rear character can be forcedly moved by “throwing” the rearcharacter regardless of presence/absence of an operation by the player.Thus, a motion described below is also enabled. First, in the case ofplay by a single player, for example, when the player character 201A isa 1P character, by “throwing” the player character 201B, the playercharacter 201B can be removed from the party and caused to wait at aspot to which the player character 201B has been thrown. In addition, inaccordance with this, another party including the player character 201Bas a “leader” is created. That is, the party can be divided by“throwing” the player character 201B. Thereafter, by performing theabove character switching operation and switching the 1P character fromthe player character 201A to the player character 201B, the operationtarget can be switched to the player character 201B. In this case, theparty including the player character 201B as a leader character(however, no companion characters 202 are present therein at this timepoint) is operated. In addition, in the case of play by two players, forexample, by the 1P character, which is a leader character, throwing the2P character, the party can be divided such that another party includingthe 2P character as a leader character is created. Thus, in the case ofplay by two players, when the 1P character and the 2P characterindividually act in different parties, each of the 1P character and the2P character is a leader character. Meanwhile, when the 1P character andthe 2P character are present in the same party, either one of the 1Pcharacter or the 2P character is a leader character, and the other ishandled as a rear character. In the following, in the description inwhich a leader character and a rear character need to be distinguishedfrom each other, for example, when the 1P character is a leadercharacter and the 2P character is a rear character, the 1P character andthe 2P character are referred to as “1P character (leader)” and “2Pcharacter (rear)”, respectively.

It should be noted that a rear character cannot throw a leadercharacter. Thus, when the 1P character is a leader and the 2P characteris a rear character within the same party, the 2P character cannot throwthe 1P character. In addition, the rear character or each companioncharacter within the same party can be thrown, and the player character201 and the companion characters 202 within another party cannot bethrown.

Next, control performed during play of the game by two players will bedescribed. First, flow in which play by two players is started from astate of play by a single player will be described, and then an outlineof screen control and the like in the case of play by two players willbe described.

[Start of Play by Two Players]

The game has a game mode called a “story mode” in which the game iscaused to proceed along a predetermined scenario. Here, the case wherethis game mode is initially played by a single player and then the playis switched to play by two players in the middle, will be described asan example. First, in a state where the game screen during play by asingle player as shown in FIG. 8 described above is displayed, the firstplayer performs an operation of opening an “option menu”. Furthermore,the first player selects an item of “Play by two persons” from theoption menu. That is, an operation indicating that the play is changedfrom play by a single player to play by two players (play by two playersis started) is performed.

When the above operation has been performed, a screen for setting acontroller to be used by each player is displayed as shown in FIG. 11.In FIG. 11, a controller frame 208 for the first player is displayed atthe left side of the screen, and a controller frame 209 for the secondplayer is displayed at the right side of the screen. In addition, amessage, “Please press L+R of a controller to be used”, is alsodisplayed in an upper portion of the screen. Each of the first playerand the second player can inform the main body apparatus 2 about acontroller to be used by the player, by pressing L+R of the controllerto be used by the player. Specifically, the pressed buttons and acontroller ID or the like indicating the controller are transmitted fromthe controller to the main body apparatus 2. The main body apparatus 2recognizes the controllers to be used by the first player and the secondplayer by identifying the pressed buttons and the controller IDs. Imagesindicating the identified controllers are displayed in the controllerframes 208 and 209.

Here, a supplemental description of types and use forms of controllerswill be given. As described above, the game system 1 includes twocontrollers, that is, the left controller 3 and the right controller 4.In the game, the two controllers, that is, the left controller 3 and theright controller 4, can be used as one set. In other words, the leftcontroller 3 and the right controller 4 can be considered as one unifiedcontroller and used. In this case, for example, the first player canperform operations for the game while holding the right controller 4with the right hand and the left controller 3 with the left hand. Inaddition, in this case, the player holds each controller in theorientation in which the controller is vertically long when seen fromthe player's perspective (hereinafter, this holding manner is referredto as “vertically holding”).

In addition, in the game, the left controller 3 and the right controller4 can be handled as separate controllers. For example, in the case ofplay by two players, the first player can play using the left controller3, and the second player can play using the right controller 4. That is,this use form is a form in which each player uses only either one of theleft controller 3 or the right controller 4. FIG. 12 shows an example ofa controller setting screen in the case where the first player and thesecond player individually use the left controller 3 and the rightcontroller 4. In FIG. 12, an image of the left controller 3 orientedsuch that the left controller 3 is horizontally long is displayed in thecontroller frame 208 for the first player, and an image of the rightcontroller 4 oriented such that the right controller 4 is horizontallylong is displayed in the controller frame 209 for the second player. Asdescribed above, the left controller 3 and the right controller 4 areindividually used by the two players. Each player uses the controller inthe orientation in which the controller is tilted by 90 degrees from the“vertically held” state. That is, each player holds the controller inthe orientation in which the controller is horizontally long when seenfrom the player's perspective (hereinafter, this holding manner isreferred to as “horizontally holding”). In this case, each controller isused as a controller having a smaller number of operation sections suchas a stick and buttons as compared to the case where the left controller3 and the right controller 4 are used in a unified manner. Thus, also inthe game process, assignment of buttons is made different inconsideration of such a difference in number of operation sections andsuch a difference in orientation.

A combination of controllers to be used by the first player and thesecond player may be, for example, a combination described below. Forexample, as shown in FIG. 13, the first player may use the leftcontroller 3 and the right controller 4 in a unified manner, and thesecond player may use a right controller 4 that is different from theright controller 4 used by the first player. In addition, as shown inFIG. 14, the second player may use another type of game controller thatis different from the left controller 3 and the right controller 4.

As described above, when setting of the controller to be used by eachplayer has ended, play by two players is started. FIG. 15 shows anexample of a game screen immediately after start of play by two players.In FIG. 15, the display area of the screen is divided laterally into twoareas. The first player plays in the left display area, and the secondplayer plays in the right display area. Hereinafter, the left displayarea in such a divided screen is referred to as “1P display area”, andthe right display area in such a divided screen is referred to as “2Pdisplay area”. In addition, in the screen, the 1P character is theplayer character 201A, and the 2P character is the player character201B. Moreover, cursors 203 are displayed above the 1P character and the2P character. That is, cursors 203 corresponding to the 1P character andthe 2P character, respectively, are displayed during play by twoplayers. Hereinafter, the cursor 203 corresponding to the 1P characteris referred to as “1P cursor”, and the cursor 203 corresponding to the2P character is referred to as “2P cursor”. The 1P cursor and the 2Pcursor have different colors, so that it is easy to recognize whichcursor is the cursor for the 1P character or the cursor for the 2Pcharacter. Control of movement of the cursors will be describedseparately later.

In addition, the to-be-thrown object selection UI 204 and the operationcharacter information image 205 are displayed in each of the “1P displayarea” and the “2P display area”. The to-be-thrown object selection UI204 and the operation character information image 205 are elements thatchange for each player, and thus are displayed in each display area.

In the game, in a state immediately after start of play by two players,the 1P character and the 2P character are in different parties. That is,play by two players is started in a state where both the 1P characterand the 2P character are leader characters. In addition, regarding theparty of the 2P character, at this time point, only the 2P character ispresent. From the state in FIG. 15, the second player can operate the 2Pcharacter such that the 2P character acts separately from the 1Pcharacter. Then, the 2P character can individually add companioncharacters 202 to the own party. FIG. 16 shows an example of a screen ina state where the 2P character moves to a place different from that inFIG. 15 and some companion characters are added to the own party duringthe movement. As described above, the player characters 201 and theparties can be separately operated using the divided screen.

[Joining, Division, and the Like of Party]

Next, “joining”, “division”, and “breakup” of the above party and screencontrol accompanying them will be described. In the game, screen controlin which divided screen display and single-screen display areselectively used depending on the state of the party is performed.

First, “joining” of the party will be described. As described above,immediately after start of play by two players, different parties arepresent. In the game, such different parties can be “joined” togetherinto one party. The parties can be joined by performing a predetermined“joining operation”. In the exemplary embodiment, the parties can bejoined together into one party by performing an operation for bringingthe 1P character and the 2P character in the different parties intocontact with each other. In this case, regarding which character becomesa leader of the party, for example, control in which the “contacting”character adds the party of the “contacted” character to the own partymay be performed, or control opposite thereto may be performed. Inanother embodiment, for example, in a state where the 1P character andthe 2P character are close to each other to some extent, by performingan operation for either character to “whistle” in a predeterminedpattern, the party of the other character may be joined to the party ofthe character that has whistled.

In the state of FIG. 15 described above, the second player performs thepredetermined joining operation. Accordingly, control in which the 2Pcharacter is added to the party of the 1P character is performed.Furthermore, as a result of the joining of the 1P character and the 2Pcharacter, the display form of the screen is changed. Specifically, thedisplay form is changed from the divided screen to a single screen. FIG.17 shows an example of a game screen in a state where the 1P characterand the 2P character are joined together. In FIG. 17, the game screen isdisplayed using one display area (the entire screen in this example). Inthe following description, a game screen in the state where the 1Pcharacter and the 2P character are joined together is referred to as“joining screen”. In addition, a screen in a state where the 1Pcharacter and the 2P character act in different parties is referred toas “division screen”. Moreover, an operation mode in the joining screenis referred to as “joining mode”, and an operation mode in the “divisionscreen” is referred to as “other party mode”.

In the joining screen shown in FIG. 17, the 1P character and the 1Pcursor corresponding to the 1P character are displayed, and the 2Pcharacter and the 2P cursor corresponding to the 2P character are alsodisplayed. In addition, regarding the to-be-thrown object selection UI204 and the operation character information image 205, in the case ofthe above division screen, one to-be-thrown object selection UI 204 andone operation character information image 205 are displayed in eachdisplay area, but, in the joining screen, only one to-be-thrown objectselection UI 204 and one operation character information image 205 aredisplayed. The to-be-thrown object selection UI 204 is shared by thefirst player and the second player (the layout of the to-be-thrownobject selection UI 204 will be described separately later). Moreover,in the operation character information image 205, images indicating theplayer characters 201 within the party are displayed so as to besubstantially vertically aligned. Letters “1P” are displayed at theright side of the image of the 1P character, and letters “2P” aredisplayed at the right side of the image of the 2P character, so that itis easy to recognize the player character operated by each player.

Here, a movement range of and possible operations on a rear character inthe case where the operation target is the rear character will bedescribed. FIG. 18 is a diagram showing a concept of the movement rangeof the rear character. In a circular range 211 centered at the 1Pcharacter (leader), the 2P character (rear) is freely movable on thebasis of an operation by the second player. The range 211 is, forexample, a range where the companion character 202 reaches when thrownby the leader character. When the 2P character (rear) moves away to sucha distance that the 2P character comes out of the range 211, movementcontrol is performed such that the 2P character (rear) automaticallyfollows 1P character (leader), regardless of presence/absence of anoperation for moving the 2P character, and the 2P character (rear) iscontrolled such that the distance to the 1P character (leader) isautomatically maintained. In other words, there is the range 211 movingwith the 1P character (leader), and movement control is performed on the2P character (rear) such that the 2P character (rear) cannot come out ofthe range 211.

Regarding movement of the 2P character (rear), the above limitation isprovided. However, regarding a motion of “throwing”, the second playercan freely perform such a motion. In other words, while the 2P characteris a rear character, the second player can leave movement of the 2Pplayer to the first player and concentrate on “throwing”.

Next, operations, etc., for division and breakup of the party will bedescribed. In the joining mode, the party can be divided or broken up byperforming an operation described below. Here, the case where the 1Pcharacter is a leader character and the 2P character is a rear characteris taken as an example. First, in the joining mode, when the firstplayer performs a “breakup operation”, the party can be broken up. Inthis case, the 1P character and the 2P character are separated to be indifferent parties (when there is a rear character that is not the 2Pcharacter, this rear character remains in the party of the 1Pcharacter). In addition, each party includes no companion characters 202present therein. In addition, accordingly, the operation mode isswitched to the “other party mode”, and the screen is also changed tothe above “division screen”.

Meanwhile, in the joining mode, when the second player performs the“breakup operation”, only the 2P character is removed from the party andcaused to form a new party, whereby the party can be divided. In thiscase as well, the operation mode is switched to the “other party mode”,and the screen is also changed to the above “division screen”. Regardingthe party structure, the party of the 1P character has a party structurein which only the 2P character is eliminated from the state so far. Theparty of the 2P character includes no companion characters 202 presenttherein.

Moreover, in the joining mode, also by the 1P character (leader)“throwing” the 2P character (rear), only the 2P character can be removedfrom the party and caused to form a new party. That is, an operation forthrowing the 2P character (rear) can also be considered as one kind ofbreakup operation. For example, in the state of a joining screen shownin FIG. 19, the 1P character (leader) throws the 2P character (rear) toa location near a tree object 213 as shown in FIG. 20. In this case, the2P character (rear) is removed from the party of the 1P character andset as a leader of a new party. Then, similar to the above, theoperation mode is switched to the “other party mode”, and the screen isalso changed to the “division screen” as shown in FIG. 21. In addition,the party of the 2P character includes no companion characters 202present therein.

Furthermore, in addition to the above, when an operation described belowis performed, the screen is switched from the joining screen to thedivision screen. For example, in a state of a joining screen shown inFIG. 22, the 1P character throws the player character 201C, which is notthe 2P character (rear), to a location near the tree object 213 as shownin FIG. 23. In this case, the player character 201C is set as a leaderof another party. However, a player that is in charge of operations isnot assigned to the player character 201C, and thus the player character201C waits near the tree object 213 as shown in FIG. 24.

Thereafter, the party including the 1P character (leader) and the 2Pcharacter (rear) moves to another place as shown in FIG. 25. In thisstate, the first player performs an operation for switching theoperation target as described above, and switches the operation targetof the first player to the waiting player character 201C. In this case,as shown in FIG. 26, the screen is switched to the division screen, andthe player character 201C is displayed as the 1P character in the 1Pdisplay area. In addition, the 2P character that has been a rearcharacter so far is newly set as a leader character in the 2P displayarea. Moreover, the player character 201A that has been a leadercharacter so far is set as a rear character. Then, the second playertakes over the party structure and can operate the party.

In the game, as described above, the operation target can be switched,or the party can be joined or divided. When the party joining/divisionoperation is performed as described above, switching between the joiningscreen and the division screen is seamlessly performed (that is, it isnot necessary to perform operations for setting display or switching ofthe screen). In particular, in a game in which the frequency ofoccurrence of joining/division of a party as described above is highduring play by two players, the convenience of each player can beenhanced by performing seamless screen switching in accordance with thestate of the party of each player.

Here, an example of a screen representation performed when switching tothe joining screen or the division screen will be described. In theexemplary embodiment, when the screen is switched from the joiningscreen to the division screen, for example, a representation in whichthe 2P display area enters the screen from the right side toward theleft side so as to push the 1P display area, is performed. Accordingly,the width of the 1P display area gradually decreases and finally becomeshalf the original width. In addition, also during the representation,various parameters such as the position and the angle of view of thevirtual camera are adjusted as appropriate such that the displayposition of the 1P character is maintained substantially at the centerposition of the 1P display area, and control of the virtual camera isalso performed. The same applies to the virtual camera at the 2Pcharacter side. It should be noted that this representation is merely anexample, and any representation may be performed as the screenrepresentation when the screen is switched between the joining screenand the division screen.

[Cursor Control]

Next, control of the cursor 203 in the game will be described. In thegame, the cursor 203 is basically located at a position shifted from theposition of the player character 201 that is an operation target, by apredetermined amount in a direction along the direction (movementdirection) of the player character 201. Hereinafter, this position isreferred to as “cursor basic position”. The cursor basic position ischanged in accordance with an operation for moving the player character201. The cursor 203 is seen to be constantly displayed at a forwardposition away from the operation target character by a predetermineddistance when seen from the player's perspective. However, in theexemplary embodiment, the position of the cursor can be further finelyadjusted on the basis of inputs to the above inertial sensors.

FIGS. 27 and 28 show an example of fine adjustment of the cursorposition using the above inertial sensors. First, in a state shown inFIG. 27, the first player does not provide an input to a direction keyor the like, and changes the orientation of the vertically held leftcontroller 3 such that, for example, an end portion of the leftcontroller 3 is slightly raised. In this case, for example, as shown inFIG. 28, the position of the 1P cursor can be slightly moved in thevirtual game space toward the far side direction as seen from the 1Pcharacter. In addition, although not shown, for example, when theorientation of the left controller 3 is changed such that the leftcontroller 3 is tilted rightward, the 1P cursor can be moved rightward.Similarly, by changing the orientation of the left controller 3 suchthat the left controller 3 is tilted leftward, the 1P cursor can bemoved leftward. As described above, by changing the orientation of theleft controller 3, the player can further move the position of thecursor 203 from the cursor basic position. As a result of fineadjustment of the cursor position, if the cursor position is a positionthat the companion character 202 cannot reach when the companioncharacter 202 is thrown, the display color of the cursor is changed inorder to indicate this.

Meanwhile, in the game, the cursor can be caused to lock on apredetermined object. For example, when the cursor 203 is present near apredetermined enemy character, a lock-on state in which the cursor 203is displayed corresponding to the position of the enemy character can beobtained by the player performing a predetermined “lock-on operation”.FIG. 29 shows an example of a screen in a state where an enemy characteris being locked on. FIG. 29 shows an example of the case of the “joiningscreen” and shows a state where the 1P character is locking on an enemycharacter 220. As an example, in a state where the 1P cursor is locatednear the feet of the enemy character 220, a state where the 1P characterlocks on the enemy character 220 (hereinafter, referred to as lock-onstate) can be obtained by the first player pressing, for example, theZR-button 61, as the “lock-on operation”. It should be noted that theposition at which the cursor is initially displayed when the lock-onoperation is performed is defined in advance for each object.Hereinafter, this position is referred to as “lock-on referenceposition”. In addition, an object that is locked on is referred to as“lock-on target”.

In addition, in the lock-on state, the display form of the cursor 203 isalso slightly changed, for example, in order for the player to easilyunderstand that the current state is the lock-on state. In FIG. 29, thedisplay form of the 1P cursor is changed to an appearance like an aimingpoint. Hereinafter, the cursor, in the lock-on state, having a displayform changed as described above is referred to as “lock-on cursor”. Inaddition, when the enemy character 220 that is a lock-on target moves,the lock-on cursor moves following the movement of the enemy character220. That is, the relative positional relationship between the lock-oncursor and the object that is a lock-on target does not change. FIG. 30shows an example in which the lock-on cursor moves following the lock-ontarget. FIG. 30 shows an example in which, in a state where the lock-oncursor is aligned with a position near the right shoulder of the enemycharacter 220 that is set as the lock-on reference position, the enemycharacter 220 moves leftward. In this movement, the display position ofthe lock-on cursor moves leftward while the lock-on cursor is beingmaintained at the position near the right shoulder of the enemycharacter 220.

When the distance between the 1P character and the locked-on enemycharacter 220 is increased to a certain distance or longer, the lock-onstate is automatically cancelled, and the display form of the 1P cursorreturns to the original form. In addition, the position at which the 1Pcursor is located becomes a position obtained by adding an amount of theabove fine adjustment to the cursor basic position. Moreover, when aplurality of objects that can be locked on are present within apredetermined distance from the 1P character, the lock-on target isswitched each time the above lock-on operation is performed.

The lock-on cursor moves following movement of the lock-on target asdescribed above. The position of the lock-on cursor can also be finelyadjusted from the lock-on reference position using the above inertialsensors. FIGS. 31 and 32 show an example of fine adjustment of theposition of the lock-on cursor in the lock-on state. First, in FIG. 31,the lock-on cursor is located at a position of a right-side portion ofthe face of the enemy character 220 that is a lock-on referenceposition. The player can move (the center of) the lock-on cursor withina lock-on adjustable range 221 by changing the orientation of thecontroller. The lock-on adjustable range 221 is an area thatsubstantially surrounds the enemy character 220. This area is an areadefined in advance for each object that can be locked on. For easyunderstanding of the description, in FIG. 31, the lock-on adjustablerange 221 is shown by a dotted line, but this dotted line is notdisplayed in the actual game screen. In the lock-on state, no matter howmuch the player tilts the left controller 3, (the center of) the lock-oncursor does not come out of the range 221. For example, as shown in FIG.32, even when the player tilts the direction of the end portion of theleft controller 3 leftward to an angle indicated by an arrow 222, thelock-on cursor does not move leftward beyond the lock-on adjustablerange 221. Similarly, even when the player tilts the end of the leftcontroller 3 rightward to an angle indicated by an arrow 223, thelock-on cursor does not move rightward beyond the lock-on adjustablerange 221.

Furthermore, in the exemplary embodiment, a movement speed of the cursorbased on the above orientation change is made different between the casewhere the current state is the lock-on state and the case where thecurrent state is not the lock-on state. Specifically, control in whichthe movement speed of the cursor at the same degree of tilt is lower isalso performed such that finer adjustment is enabled in the case of thelock-on state. For example, the case where the orientation of the leftcontroller 3 is changed rightward by 20 degrees is assumed. In thiscase, control, in which, when the current state is not the lock-onstate, for example, the cursor is moved within the virtual space by adistance of 20, and when the current state is the lock-on state, thecursor is moved only by a distance of 5 (control in which the movementspeed is reduced to 25%), is performed. Accordingly, in the lock-onstate or the like in which it is assumed that the necessity of aiming atthe enemy character 220 is increased, the operability can be enhanced.For example, it becomes easy to aim at a location that is preset as a“weak portion” when attacking the enemy character 220.

Meanwhile, in the exemplary embodiment, when performing fine adjustmentas described above, a process of setting a reference orientation for thecontroller as appropriate is also performed. For example, when thelock-on operation is performed, the orientation of the controller at thetime when this operation is performed is set as a reference orientationand is associated with the above lock-on reference position. Thus, theplayer can finely adjust the position of the cursor (lock-on cursor) bychanging the orientation of the controller on the basis of theorientation of the controller at the time when the lock-on operation isperformed. Accordingly, an intuitive fine adjustment operation havingless uncomfortable feeling is enabled.

As described above, in the exemplary embodiment, regarding control ofmovement of the cursor, the cursor position can be further changed bychanging the orientation of the controller while the cursor is basicallylocated at the above cursor reference position. Accordingly, formovement of the cursor, intuitive and flexible operability can beprovided. In addition, in the exemplary embodiment, play is enabled evenwhen the controller is either “horizontally held” or “vertically held”as described above. In this case, particularly, when playing while“horizontally holding” the controller, intuitive easy-to-understandoperability can be provided for fine adjustment of the cursor in the farside direction.

[To-be-Thrown Object Selection UI]

As described above, in the game, when the companion characters 202 are“thrown” to an enemy character and the like, the companion characters202 can be caused to take various actions. In addition, as describedabove, several types of companion characters 202 are prepared as thecompanion characters 202. Thus, the to-be-thrown object selection UI 204for selecting which type of companion character or which rear characteris to be thrown is provided for the player.

Meanwhile, the game can be played using the left controller 3 and theright controller 4 as one set serving as one controller, and can also beplayed using the left controller 3 and the right controller 4individually as separate controllers. When the left controller 3 and theright controller 4 are used as separate controllers as described above,the number of usable physical buttons and operation sections such as astick are reduced as compared to those in the case where the leftcontroller 3 and the right controller 4 are used as one set. In view ofsuch a difference in number of operation sections, in the exemplaryembodiment, a different “to-be-thrown object selection UI” is presentedto each player in accordance with the type of the controller to be usedby each player.

An example of display of the to-be-thrown object selection UI 204 willbe described with, as an example, the case where play by two players isperformed while the first player is using a left controller 3 and aright controller 4 as one set and the second player is using only a leftcontroller 3. During play, the first player vertically holds the leftcontroller 3 and the right controller 4, and the second playerhorizontally holds the left controller 3. FIG. 33 shows an example ofthe to-be-thrown object selection UI 204 displayed in the above 1Pdisplay area in such a case. In addition, FIG. 34 shows an example ofthe to-be-thrown object selection UI 204 displayed in the above 2Pdisplay area in such a case. In the following description, theto-be-thrown object selection UI shown in FIG. 33 is referred to as “aselection UI having a first layout”, and the to-be-thrown objectselection UI shown in FIG. 34 is referred to as “selection UI having asecond layout”.

First, FIG. 33 will be described. In the selection UI having the firstlayout shown in FIG. 33, three frames, that is, a current frame 231, aprevious-turn frame 232, and a next-turn frame 233, are displayed.Regarding the arrangement of these frames, the current frame 231 islocated at the center, the previous-turn frame 232 is located at theleft side of the current frame 231, and the next-turn frame 233 islocated at the right side of the current frame 231. In addition, thecurrent frame 231 is displayed such that the size thereof is larger thanthose of the other two frames. The previous-turn frame 232 and thenext-turn frame 233 are displayed in the same size. When the playerperforms a “throwing” operation, the rear character or the companioncharacter 202 of the same type as a companion character displayed in thecurrent frame 231 is thrown.

Next, an operation in the selection UI having the first layout will bedescribed. In this case, the player can switch the content within thecurrent frame 231 using the above first L-button 38 and the above firstR-button 60. For example, in FIG. 33 described above, the case where acompanion character A is displayed in the current frame 231, a companioncharacter B is displayed in the previous-turn frame 232, a companioncharacter C is displayed in the next-turn frame 233, and the playerpresses the first L-button 38, is assumed. In this case, the entiredisplay of the selection UI having the first layout moves leftward.Specifically, as shown in FIG. 35, the current frame 231 moves to theposition of the previous-turn frame 232 while the size thereof is beingreduced, and the next-turn frame 233 moves to the position of thecurrent frame 231 while the size thereof is being increased. Inaddition, a state where a new frame in which a rear character isdisplayed such that the new frame moves around from behind the next-turnframe 233 and the new frame moves to the position of the next-turn frame233, is shown. Moreover, the previous-turn frame 232 moves around tobehind this frame and disappears from the screen. As a result, as shownin FIG. 36, the companion character A is displayed in the previous-turnframe 232, the companion character C is displayed in the current frame231, and the rear character is displayed in the next-turn frame 233.

When the player presses the first R-button 60 in the state shown in FIG.33 described above, movement in the direction opposite to that of theabove movement is performed. That is, the entire display of theselection UI having the first layout moves rightward. As a result, forexample, the rear character is displayed in the previous-turn frame 232,the companion character B is displayed in the current frame 231, and thecompanion character A is displayed in the next-turn frame 233. When theleft controller 3 and the right controller 4 are used as one set asdescribed above, two buttons, that is, the first L-button 38 and thefirst R-button 60, are assigned for operations for selecting an objectto be thrown. The selection UI having the first layout that is a layoutadapted for such operations is also used as the to-be-thrown objectselection UI 204.

Next, the selection UI having the second layout shown in FIG. 34described above will be described. In the selection UI having the secondlayout shown in FIG. 34, three frames, that is, a current frame 234, anext-turn frame 235, and an after-next-turn frame 236, are displayed.Regarding the arrangement of these frames, the current frame 234 islocated at the leftmost position, the next-turn frame 235 is located tothe right of the current frame 234, and the after-next-turn frame 236 islocated to the right of the next-turn frame 235. In addition, thecurrent frame 234 is displayed such that the size thereof is larger thanthose of the other two frames. Moreover, the next-turn frame 235 isdisplayed such that the size thereof is larger than that of theafter-next-turn frame 236.

Next, an operation in the selection UI having the second layout will bedescribed. In this case, the player can switch the content within thecurrent frame 234 using only the above second L-button 43. Specifically,when the player presses the second L-button 43 in the state in FIG. 34,the entire display of the selection UI having the second layout movesleftward as shown in FIG. 37. Specifically, the next-turn frame 235moves to the position of the current frame 234, and the after-next-turnframe 236 moves to the position of the next-turn frame 235. In addition,a state where a new frame appears such that the new frame moves aroundfrom behind the after-next-turn frame 236 and this frame moves to theposition of the after-next-turn frame 236, is displayed. That is, unlikethe above selection UI having the first layout, this operation is aswitching operation only in one direction. When the second player playsusing only the left controller 3 as described above, only one button,the second L-button 43, is assigned for an operation for selecting anobject to be thrown, in view of the number of operation sections beingsmall. The selection UI having the second layout that is a layoutsuitable for an operation only with the one button is also used as theto-be-thrown object selection UI 204.

Here, the case where play by two players is performed while the firstplayer is using the left controller 3 and the right controller 4 as oneset and the second player is using only the left controller 3 asdescribed above, and the above joining screen is displayed, will bedescribed. As described above, in the joining screen, the to-be-thrownobject selection UI 204 is shared by the first player and the secondplayer. In this case, a to-be-thrown object selection UI having a layoutsuitable for the controller having a smaller number of operationsections is used. In the above example, the selection UI having thesecond layout is used. Then, the first player performs a selectionoperation using only the first L-button 38, and the second playerperforms a selection operation using only the second L-button 43. Inanother embodiment, also in the joining screen, the to-be-thrown objectselection Us 204 suitable for the controllers of the respective playersmay be displayed.

As described above, the to-be-thrown object selection UI correspondingto each player is made different depending on the controller used byeach player. Accordingly, the operability of the selection operation isenhanced in accordance with the number of operation sections of eachcontroller, and the content displayed in the to-be-thrown objectselection UI can also be suitable for each controller.

[Details of Game Process of Exemplary Embodiment]

Next, the game process in the exemplary embodiment will be described inmore detail with reference to FIGS. 38 to 52.

[Data to be Used]

First, various data to be used in the game process will be described.FIG. 38 is a memory map showing an example of various data stored in theDRAM 85 of the main body apparatus 2. In the DRAM 85 of the main bodyapparatus 2, a game program 301, 1P operation data 302, 2P operationdata 306, 1P character information 307, 2P character information 308, 1Pcontroller type information 309, 2P controller type information 310,player character data 311, companion character master data 312,companion character data 313, other character data 314, first party data315, second party data 316, third party data 317, an operation mode 318,1P section UI data 319, 2P selection UI data 320, a 1P switching menudisplay flag 321, a 2P switching menu display flag 322, mode changeinstruction data 323, screen switching state data 324, etc., are stored.

The game program 301 is a program for performing the game processaccording to the exemplary embodiment.

The 1P operation data 302 is data acquired from the controller operatedby the first player and is data indicating the content of an operationby the first player. In addition, similarly, the 2P operation data 306is data acquired from the controller operated by the second player andis data indicating the content of an operation by the second player. The1P operation data 302 includes digital button data 303, analog stickdata 304, and inertial sensor data 305. Moreover, the 2P operation data306 also includes similar data. The digital button data 303 is dataindicating pressed states of various buttons of the controller. Theanalog stick data 304 is data indicating the content of an operation onthe analog stick of the controller. The inertial sensor data 305 is dataindicating detection results of the inertial sensors such as theabove-described acceleration sensors and the above-described angularvelocity sensors. Specifically, acceleration data and angular velocitydata are included.

The 1P character information 307 is information about the above 1Pcharacter. Specifically, the 1P character information 307 includesinformation for indicating which of the above three player characters201 is the current operation target of the first player. Morespecifically, a player character ID (described later) for the playercharacter 201 that is the operation target is set. In addition, the 1Pcharacter information 307 includes information indicating whether the 1Pcharacter is “locking on” any object, and also includes informationindicating the locked-on object, when the 1P character is locking on anyobject. Moreover, the 2P character information 308 is information aboutthe 2P character, and includes information similar to the 1P characterinformation 307.

The 1P controller type information 309 and the 2P controller typeinformation 310 are each data for indicating the type and use form ofthe controller used by each player for playing the game, and mappinginformation of the operation sections. The mapping information of theoperation sections is information that defines assignment of eachoperation section for various operations in the game in accordance withsuch a controller type and use form. As the information indicating thetype and use form of the controller, for example, information indicatingthat only the left controller 3 is used (number of used controllers=1),information indicating that two controllers, the left controller 3 andthe right controller 4, are used as one set (number of usedcontrollers=2), or the like is stored. In addition, the mappinginformation is, for example, information indicating that, when only theleft controller 3 is used, the A-button 53 is assigned for a “throwing”operation, and when the left controller 3 and the right controller 4 areused, the button 34 is assigned for a “throwing” operation.

The player character data 311 is data about the three player characters201A, 201B, and 201C. The player character data 311 includes playercharacter IDs for uniquely identifying these player characters, imagedata of the appearance of these player characters, modeling data, etc.

The companion character master data 312 is data that defines basicinformation of the above companion characters 202. In addition, thecompanion character data 313 is data for management and the like of theindividual companion characters 202 that actually appear in the virtualgame space. FIG. 39 is a diagram showing an example of the datastructure of the companion character master data 312. The companioncharacter master data 312 is data in a table format having items such asa type ID 331, appearance data 332, and action definition data 333. Thetype ID 331 is an ID indicating the “type” of each companion character202. The appearance data 332 is image data and modeling data of the typeof companion character 202. The action definition data 333 is data thatdefines the content of action that can be taken by the type of companioncharacter 202. For example, the action definition data 333 is data aboutby what motion and method the companion character 202 attacks when“attacking”. In addition, various parameters for the type of companioncharacter 202, for example, basic values of parameters such as a HP (hitpoint) and attacking power, are also defined. Each of the companioncharacters 202 that appear in the virtual game space is created on thebasis of the companion character master data 312, a unique ID isassigned to each companion character 202, and the companion characters202 are managed through the companion character data 313 described next.

FIG. 40 is a diagram showing an example of the data structure of thecompanion character data 313. The companion character data 313 is datain a table format having items such as a companion character ID 341, atype ID 342, participation party information 343, current position data344, and current state data 345. The companion character ID 341 is an IDfor uniquely identifying each companion character 202 that appears inthe virtual game space. The type ID 342 is an ID indicating the type ofthe companion character 202 and corresponds to the type ID 331 of theabove companion character master data 312. The participation partyinformation 343 is information for indicating whether the companioncharacter 202 is participating in any party or is in a “free” statewhere the companion character 202 is not participating in any party. Inaddition, when the companion character 202 is participating in anyparty, the participation party information 343 is also informationindicating which party the companion character 202 is participating in.The current position data 344 is data indicating the current position ofthe companion character 202 within the virtual game space. The currentstate data 345 is data for indicating, for example, which action thecompanion character 202 is currently making. For example, informationindicating that the companion character 202 is attacking an enemycharacter, information indicating that the companion character 202 ismoving following a leader character, or the like is set as appropriatein accordance with the situation of the game.

Referring back to FIG. 38, the other character data 314 is data aboutvarious characters other than the above player characters 201 and theabove companion characters 202. For example, the other character data314 is data that defines the appearance and motion of each enemycharacter. In addition, in particular, for an object that can beanobject to be locked on as described above, information that defines theabove-described “lock-on reference position” and “lock-on adjustablerange” is also included.

The first party data 315, the second party data 316, and the third partydata 317 are data indicating the structures of the above-describedparties. In the game, the three player characters 201 are present, andthus the number of parties that can coexist at the same time is at mostthree. Thus, three party data are prepared. FIG. 41 shows an example ofthe data structure of the first party data 315. The first party data 315includes leader character information 351, first rear characterinformation 352, second rear character information 353, and companioncharacter information 354. The leader character information 351 isinformation indicating which player character 201 the leader characterof the party is. The first rear character information 352 and the secondrear character information 353 are each information indicatingpresence/absence of a rear character in the party. In addition, whenrear characters are present, the first rear character information 352and the second rear character information 353 are each informationindicating which player character 201 the rear character is. Forexample, when only one rear character is present in the party, theplayer character ID of the rear character is set in the first rearcharacter information 352, and information indicating that a rearcharacter is “not present” is set in the second rear characterinformation 353. The companion character information 354 is informationabout each companion character 202 that is participating in the party.Specifically, the companion character ID 341 is included.

The second party data 316 and the third party data 317 also have thesame structure, and thus the description thereof is omitted. In thefollowing description, the first party data 315, the second party data316, and the third party data 317 are occasionally collectively referredto simply as “party data”.

Referring back to FIG. 38, the operation mode 318 is data for indicatingwhether the current state is a state where the 1P character and the 2Pcharacter are joined together (the above joining mode) or a state wherethe 1P character and the 2P character are acting in different parties(the above other party mode). Specifically, information indicating thatthe current mode is the joining mode, or information that the currentmode is the other party mode, is set.

The 1P section UI data 319 and the 2P selection UI data 320 are dataabout the to-be-thrown object selection Us described above withreference to FIGS. 33 to 37. The 1P section UI data 319 is mainly datafor the first player, and the 2P selection UI data 320 is data for thesecond player. When the to-be-thrown object selection UI is shared bythe first player and the second player in the joining screen asdescribed above, the 1P section UI data 319 is shared. FIG. 42 shows anexample of the data structure of the 1P section UI data 319. The datastructure of the 2P selection UI data 320 is the same. In FIG. 42, the1P section UI data 319 includes a layout type 361, current frame data362, and candidate data 363. The layout type 361 is information forindicating whether to use the above-described selection UI having thefirst layout or the above-described selection UI having the secondlayout. Information for specifying either UI is set in accordance withthe use form of the controller to be used by each player. The currentframe data 362 is data indicating the content of the current frame 231in the selection UI having the first layout or the content of thecurrent frame 234 in the selection UI having the second layout. Thecandidate data 363 is data for indicating the contents of theprevious-turn frame 232 and the next-turn frame 233 in the selection UIhaving the first layout or the contents of the next-turn frame 235 andthe after-next-turn frame 236 in the selection UI having the secondlayout. In addition, the current frame data 362 is also data having arole as a pointer designating any one of data sets included in thecandidate data 363 described next. The candidate data 363 is dataindicating selection candidates in the UI, and data indicating each typeof companion character 202 in the party and data indicating rearcharacters are stored as sequential data in predetermined order. Thenumber of data sets included in the candidate data 363 increases ordecreases in accordance with the types of the companion characters 202that are participating in the party and the number of rear characters.FIG. 42 shows an example of the candidate data 363 in the case where itis assumed that three types of companion characters and two rearcharacters are present in the party. In this case, in the candidate data363, five data sets of a first candidate 364 a to fifth candidate 364 eare stored. For example, a data set indicating a first type of companioncharacter is stored as the first candidate 364 a, a data set indicatinga second type of companion character is stored as the second candidate364 b, a data set indicating a third type of companion character isstored as the third candidate 364 c, a data set indicating a first rearcharacter is stored as the fourth candidate 364 d, and a data setindicating a second rear character is stored as the fifth candidate 364e.

The 1P switching menu display flag 321 is a flag for indicating whetherto display the character switching menu 207 based on an operation by thefirst player on the screen. In addition, the 2P switching menu displayflag 322 is a flag for indicating whether to display the characterswitching menu 207 based on an operation by the second player on thescreen. When each flag is set to be ON, the flag indicates that thecharacter switching menu 207 is to be displayed on the screen.

The mode change instruction data 323 is data to be used for control ofswitching the above operation mode (in other words, control of switchingbetween the joining screen and the division screen) in processesdescribed later, and information indicating whether to set the operationmode to the other party mode or the joining mode is set. In thisexample, an “other party mode change instruction” is set in the case ofsetting the operation mode to the other party mode, and a “joining modechange instruction” is set in the case of setting the operation mode tothe joining mode.

The screen switching state data 324 is data for indicating whether thecurrent state is a state of switching from the above “joining screen” tothe above “division screen” or a state of switching the above “divisionscreen” to the above “joining screen”. In the exemplary embodiment, eachof the above screen switching is performed through several frames, andthis data is used for setting of various parameters of the virtualcamera and the like during switching. In this example, when the screenswitching state data 324 indicates a state of switching from the“division screen” to the “joining screen”, information of “duringswitching to joining screen” is set. In addition, when the screenswitching state data 324 indicates a state of switching from the“joining screen” to the “division screen”, information of “duringswitching to division screen” is set. Moreover, when the screenswitching state data 324 indicates a state that is not any of the abovestate, nothing is set in this data.

[Details of Process to be Performed by Processor 81]

Next, the details of the game process according to the exemplaryembodiment will be described with reference to flowcharts in FIGS. 43 to56. In the following, joining and separation of parties as describedabove and screen control accompanying them, cursor movement control, andcontrol for the to-be-thrown object selection UI will be mainlydescribed, and the description of other game processes is omitted.

FIG. 43 is a flowchart showing the details of the game process. Here, asituation in which play by two players as described above is startedfrom a state during play by a single player (that is, the second playerjoins in the middle of the game) is assumed. That is, a situation inwhich, during play by a single player, the first player opens theabove-described option menu is assumed.

First, in step S1, a process of receiving an instruction to start playby two players is performed. That is, on the basis of the 1P operationdata 302, the processor 81 detects that an instruction operation forstarting play by two players has been performed from the above optionmenu.

Next, in step S2, the processor 81 performs a controller settingprocess. This process is a process for identifying a controller to beused by each player in play by two players. Specifically, the processor81 displays the controller setting screen shown in FIG. 11 describedabove. Then, the processor 81 determines the type and use form of thecontroller to be used by each player, on the basis of a signal sent fromthe controller. For example, whether the type of the controller is, forexample, the left controller 3, the right controller 4, or a gamecontroller other than the controllers 3 and 4 is determined. Inaddition, whether the use form is a form in which the left controller 3and the right controller 4 are used as one set, or a form in which theleft controller 3 or the right controller 4 is used alone, isdetermined. Then, on the basis of the determination result, theprocessor 81 sets information indicating the controller to be used bythe first player, in the 1P controller type information 309. Inaddition, the processor 81 sets information indicating the controller tobe used by the second player, in the 2P controller type information 310.The above mapping information of the operation sections corresponding tothe respective controllers is also set in the 1P controller typeinformation 309 and the 2P controller type information 310. Insubsequent processes, when determining an operation content on the basisof operation data, the processor 81 refers to the mapping informationcorresponding to the respective controllers, and determines theoperation content. When the use form and the like of the controller tobe used by each player are recognized, a process for determining anoperation target of the second player is also performed. Then, a processof setting the player character ID of the operation target of the secondplayer in the 2P character information 308 is also performed. It shouldbe noted that, since the case where play by a single player has alreadybeen performed is taken as an example, the 1P character information 307has already been set. In addition, when play by two players is performedfrom the beginning without anyone joining in the middle of the game, aprocess for determining an operation target of the first player may alsobe performed at this timing.

Next, in step S3, the processor 81 performs a process of determining ato-be-thrown object selection UI 204 suitable for each player.Specifically, on the basis of the above 1P controller type information309, the processor 81 determines a layout of the to-be-thrown objectselection UI 204 to be displayed in the 1P display area. Then, theprocessor 81 sets information indicating the determined layout, in thelayout type 361 of the 1P section UI data 319. In addition, on the basisof the above 2P controller type information 310, the processor 81determines a to-be-thrown object selection UI to be displayed in the 2Pdisplay area and sets information of the to-be-thrown object selectionUI in the layout type 361 of the 2P selection UI data 320.

Next, in step S4, the processor 81 performs a process of switching tothe “division screen”, regarding screen display. Specifically, first,the processor 81 determines any one of the player characters 201 thatare not the operation target of the first player, as an operation targetof the second player. Which player character 201 is set as the operationtarget may be determined by any method. For example, the playercharacter 201 having a smaller player character ID may be automaticallyselected, or a screen for selecting an operation target may be displayedand a selection may be made by the second player. After the operationtarget of the second player, that is, the 2P character, is determined,the processor 81 sets appropriate parameters to each of the virtualcamera corresponding to the 1P character and the virtual cameracorresponding to the 2P character, such that a division screen as shownin FIG. 15 is displayed. In addition, the processor 81 calculates aposition at which the 2P cursor is to be placed, on the basis of theposition of the 2P character. Then, the processor 81 places the 2Pcursor at the calculated position. Moreover, the processor 81 setsinformation indicating that the current operation mode is the otherparty mode, in the operation mode 318.

Next, in step S5, the processor 81 performs a process of rendering agame image. Specifically, the processor 81 generates an image obtainedby capturing, with the virtual camera corresponding to the 1P character,a virtual game space in which the operation character information image205 and the appropriate to-be-thrown object selection UI 204 arelocated, and the process 81 renders the image in the 1P display area. Inaddition, similarly, the processor 81 generates an image obtained bycapturing the virtual game space with the virtual camera correspondingto the 2P character, and renders the image in the 2P display area. Then,the processor 81 performs a process of displaying the game image on thestationary monitor.

Next, in step S6, the processor 81 acquires the 1P operation data 302and the 2P operation data 306. Subsequently, in step S7, the processor81 performs various processes based on the operation contents of therespective players indicated by the acquired operation data. Next, instep S8, the processor 81 takes images of the virtual game space inwhich a result of the processes in step S7 is reflected, with thevirtual cameras, and performs a process for rendering the images as agame image. Thereafter, the processor 81 returns to step S6 describedabove, and the process is repeated.

[Various Processes Based on Operation Contents]

Next, the processes, based on the operation contents, that are performedin step S7 described above will be described. FIG. 44 is a flowchartshowing the details of the processes based on the operation contents. InFIG. 44, first, in step S11, the processor 81 performs a movementprocess. In this process, a process for moving each player character 201is performed on the basis of the content of a movement operationperformed by each player. An example of the movement operation is adirection input operation using the analog stick 32 when the controlleris “vertically held”. In addition, an example of the movement operationis also a direction input operation using the analog stick 32 when thecontroller is “horizontally held”. The orientation of the controller isrotated by 90 degrees between when the controller is “vertically held”and when the controller is “horizontally held”, and thus, in the gameprocess, in accordance with this, assignment of a direction input signaland a movement direction is changed as appropriate. For example, when aninput is provided by tilting the analog stick 32 toward the firstL-button 38 in FIG. 4 described above, this input is handled as an inputin the “upward direction” when the controller is “vertically held”, butis handled as an input in the “leftward direction” when the controlleris “horizontally held”.

[Movement Process]

FIG. 45 is a flowchart showing the details of the above movementprocess. In FIG. 45, first, in step S21, the processor 81 performs aprocess of moving the 1P character, on the basis of the 1P operationdata 302. Subsequently, in step S22, the processor 81 performs a processof moving the 2P character, on the basis of the 2P operation data 306.Regarding movement control in steps S21 and S22, when the operation mode318 is the “joining mode”, control is performed as appropriate such thatthe 2P character moves within the rear character movement range 211described above with reference to FIG. 18. This is the end of themovement process.

[Lock-on Process]

Referring back to FIG. 44, next, in step S12, the processor 81 performsa lock-on process. The process is mainly a process performed when theplayer performs a lock-on operation. Examples of the lock-on operationare, for example, to press the ZR-button 61 when the controller is“vertically held”, and to press the second R-button 44 when thecontroller is “horizontally held”.

FIGS. 46 and 47 are flowcharts showing the details of the above lock-onprocess. In FIG. 46, first, in step S31, the processor 81 determineswhether either player has performed the lock-on operation, on the basisof the 1P operation data 302 and the 2P operation data 306. As a resultof the determination, when the lock-on operation has not been performed(NO in step S31), the processor 81 advances the processing to step S41described later. On the other hand, when the lock-on operation has beenperformed (YES in step S31), the processor 81 proceeds to step S33.

Next, in step S33, the processor 81 refers to the 1P characterinformation 307 or the 2P character information 308 in accordance withthe player who has performed the lock-on operation, and determineswhether the current state is the above lock-on state where the playercharacter 201 operated by the specified player is locking on apredetermined object. As a result of the determination, when the currentstate is not the lock-on state (NO in step S33), the processor 81determines in step S34 whether any object that is a candidate to belocked on (hereinafter, referred to as a lock-on candidate) is presentnear the cursor (the 1P cursor or the 2P cursor) for the specifiedplayer. As a result, when no lock-on candidate is present (NO in stepS34), the processor 81 advances the processing to step S47 describedlater. On the other hand, when any lock-on candidate is present (YES instep S34), the processor 81 sets the lock-on candidate as a lock-ontarget in step S35. It should be noted that, when a plurality of lock-oncandidates are present, the lock-on candidate closest to the cursor isselected. In addition, the processor 81 sets information indicating thatthe current state is the lock-on state, for the specified player. Thatis, the processor 81 sets information indicating that the current stateis the lock-on state, in either the 1P character information 307 or the2P character information 308 in accordance with the specified player.

Next, in step S36, the processor 81 changes the appearance of the cursorto the appearance of the above “lock-on cursor”. Furthermore, theprocessor 81 places the lock-on cursor at the above lock-on referenceposition that is preset for each lock-on target described above.

Next, in step S37, the processor 81 sets the above-described lock-onadjustable range 221 for the lock-on target. In the exemplaryembodiment, in the other character data 314, the size and the like ofthe lock-on adjustable range 221 are defined in advance for eachcharacter that can be a lock-on target. Thus, the processor 81 refers tothe other character data 314 and sets the lock-on adjustable range 221corresponding to the lock-on target. Thereafter, the processor 81advances the processing to step S47 described later.

On the other hand, as a result of the above determination in step S33,when the current state is the lock-on state (YES in step S33), theprocessor 81 determines in step S38 whether any other lock-on candidateis present within a predetermined distance from the current lock-ontarget. As a result, when any other lock-on candidate is present (YES instep S38), the processor 81 performs a process of switching the lock-ontarget in step S39. That is, the processor 81 performs a process ofsetting the other lock-on candidate as a new lock-on target. When aplurality of other lock-on candidates are present, the lock-on candidateclosest to the current lock-on target may be selected, for example.Alternatively, lock-on candidates that are present within a circularrange having a predetermined size and centered at the current lock-ontarget are sequenced in order of the lock-on candidates closer to thecurrent lock-on target, and the current lock-on target may be switchedaccording to this order each time the lock-on operation is performed.After switching of the lock-on target is performed, the processor 81advances the processing to step S36 described above.

On the other hand, when no other lock-on candidate is present (NO instep S38), the processor 81 performs a process of cancelling the lock-onstate in step S40. That is, the processor 81 sets information indicatingthat the current state is not the lock-on state, in the 1P characterinformation 307 or the 2P character information 308. In addition, theappearance of the cursor is also returned from the appearance of thelock-on cursor to the cursor appearance at the time of normal movement.Furthermore, regarding the position of the cursor, the cursor is placedat a position that is determined on the basis of the position and thedirection of the 1P character or the 2P character as described above.Thereafter, the processor 81 advances the processing to step S47described later.

On the other hand, as a result of the above determination in step S31,when the lock-on operation has not been performed, the processor 81refers to the 1P character information 307 and determines whether the 1Pcharacter is in the lock-on state, in step S41 in FIG. 47. As a resultof the determination, when the 1P character is not in the lock-on state(NO in step S41), the processor 81 advances the processing to step S44described later. On the other hand, when the 1P character is in thelock-on state (YES in step S41), the processor 81 determines in step S42whether the distance between the 1P character and the lock-on target isequal to or larger than a predetermined distance. As a result, when thedistance is equal to or larger than the predetermined distance (YES instep S42), the processor 81 performs a process for cancelling thelock-on state of the 1P character in step S43. Specifically, theprocessor 81 sets information that the 1P character is not in thelock-on state, in the 1P character information 307. In addition, theprocessor 81 also performs a process of deleting the lock-on cursor,calculating a position at which the 1P cursor is to be placed, similarto the above, and moving the 1P cursor to the position. On the otherhand, when the distance is not equal to or larger than the predetermineddistance (NO in step S42), the processor 81 does not perform the processin step S43 described above and advances the processing to the next stepS44. That is, the lock-on state of the 1P character is maintained.

Next, in step S44, the processor 81 refers to the 2P characterinformation 308 and determines whether the 2P character is in thelock-on state. As a result of the determination, when the 2P characteris not in the lock-on state (NO in step S44), the processor 81 advancesthe processing to step S47 described later. On the other hand, when the2P character is in the lock-on state (YES in step S44), the processor 81determines in step S44 whether the distance between the 2P character andthe lock-on target is equal to or larger than a predetermined distance.As a result, when the distance is equal to or larger than thepredetermined distance (YES in step S45), the processor 81 performs aprocess for cancelling the lock-on state of the 2P character in stepS46, similar to the above case of the 1P character. Specifically, theprocessor 81 sets information indicating the 2P character is not in thelock-on state, in the 2P character information 308. In addition, theprocessor 81 also performs a process of deleting the lock-on cursor,calculating a position at which the 2P cursor is to be placed, andmoving the 2P cursor to the position. On the other hand, when thedistance is not equal to or larger than the predetermined distance (NOin step S45), the process in step S46 described above is not performed,and the lock-on state of the 2P character is maintained.

Next, in step S47, the processor 81 determines whether theabove-described lock-on cursor is displayed. That is, the processor 81determines whether either player character is in a state of locking on apredetermined object. As a result of the determination, when the lock-oncursor is displayed (YES in step S47), the processor 81 performs aprocess of moving, as appropriate, the lock-on cursor so as tocorrespond to the position of the lock-on target, in step S48. That is,the processor 81 performs a process of moving the lock-on cursorfollowing the lock-on target. On the other hand, when the lock-on cursoris not present (NO in step S47), the process in step S48 is skipped, andthe processor 81 proceeds to the next process step.

Next, in step S49, the processor 81 performs a process of resetting the“reference orientation” of the controller in relation to theabove-described fine adjustment of the cursor position using theinertial sensors. Specifically, the processor 81 initializes themovement amount of the lock-on cursor from the lock-on referenceposition and resets the current orientation of the controller on whichthe lock-on operation has been performed, as the “referenceorientation”. That is, the above “reference orientation” is reset whenthe lock-on operation is performed. This is the end of the lock-onprocess.

[Cursor Control Process]

Referring back to FIG. 44, subsequent to the lock-on process, theprocessor 81 performs a cursor control process in step S13. In thisprocess, a process of determining a position of the cursor on the basisof the position of the player character and a process for further finelyadjusting the position using the inertial sensors are performed.

FIG. 48 is a flowchart showing the details of the above cursor controlprocess. First, in step S51, the processor 81 calculates a position atwhich the 1P cursor is to be placed, on the basis of the position andthe direction (movement direction) of the 1P character after themovement. Then, the processor 81 moves the 1P cursor to the calculatedposition. This position is a position shifted from the position of the1P character after the movement by a predetermined amount along thedirection of the 1P character. In addition, this position is also aposition that is a “reference position” in a later-described process offine adjustment of the cursor position.

Next, in step S52, similar to the case of the 1P character, theprocessor 81 calculates a position at which the 2P cursor is to beplaced, on the basis of the position and the direction (movementdirection) of the 2P character after the movement. This position is alsoa position that is a “reference position” in the later-described processof fine adjustment of the cursor position. Then, the processor 81 movesthe 2P cursor to the calculated position.

Next, a process regarding fine adjustment of the cursor position usingthe above inertial sensors is performed. Specifically, first, in stepS53, the processor 81 acquires the inertial sensor data 305 from the 1Poperation data 302. Next, in step S54, the processor 81 refers to the 1Pcharacter information 307 and determines whether the 1P character is inthe lock-on state. As a result, when the 1P character is not in thelock-on state (NO in step S54), the processor 81 sets a first movementspeed, as a speed when moving the 1P cursor on the basis of the inertialsensors, in step S55. On the other hand, when the 1P character is in thelock-on state (YES in step S54), the processor 81 sets a second movementspeed, as a speed when moving the 1P cursor on the basis of the inertialsensors, in step S56. The first movement speed is a movement speed whenthe 1P character is not in the lock-on state, and the second movementspeed is a movement speed when the 1P character is in the lock-on state.As described above, a lower movement speed is set as a movement speed ofthe cursor at the same degree of tilt such that finer adjustment isenabled when the 1P character is in the lock-on state. For example, thesecond movement speed is set as a speed that is 25% of the firstmovement speed.

It should be noted that, in another embodiment, a content similar to theabove may be calculated and set, for example, as a movement amount or amovement distance, not as a movement speed.

Next, in step S57, the processor 81 performs a process of moving theposition of the 1P cursor, on the basis of the inertial sensor data 305and the above set first movement speed or second movement speed. In theexemplary embodiment, first, the processor 81 calculates the currentorientation of the controller from the angular velocity data included inthe inertial sensor data 305. Furthermore, the processor 81 calculatesthe difference between the current orientation of the controller and apredetermined reference orientation that is set at a predeterminedtiming. That is, the processor 81 calculates an amount of change fromthe reference orientation. Then, the processor 81 moves the 1P cursorfrom the above-described “reference position” on the basis of the aboveset movement speed and the calculated difference. In another embodiment,the processor 81 may perform control in which an angular velocity ateach frame is calculated without using the reference orientation and the1P cursor is moved on the basis of the angular velocity. In this case,for example, the processor 81 may perform control in which the 1P cursoris moved from the position of the 1P cursor at the previous frame on thebasis of the angular velocity at each frame.

When the 1P character is in the lock-on state, movement control isperformed such that the position of the 1P cursor does not come out ofthe above-described lock-on adjustable range 221 (see FIG. 31 describedabove) (the lock-on adjustable range 221 is set in a lock-on processdescribed later). In addition, when the 1P character is not in thelock-on state, a process of changing the color of the 1P cursor is alsoperformed in accordance with whether the position of the 1P cursor is aposition that the companion character 202 reaches when the companioncharacter 202 is thrown, as a result of movement based on the above fineadjustment.

When the process in step S57 has ended, a process similar to theabove-described cursor movement control based on the inertial sensors issubsequently performed for the 2P cursor. First, in step S58, theprocessor 81 acquires the inertial sensor data 305 from the 2P operationdata 306. Next, in step S59, the processor 81 refers to the 2P characterinformation 308 and determines whether the 2P character is in thelock-on state. As a result, when the 2P character is in the lock-onstate (YES in step S59), the above second movement speed is set in stepS61, and, when the 2P character is not in the lock-on state (NO in stepS59), the above first movement speed is set in step S60. Then, in stepS62, similar to the case of the 1P cursor, the processor 81 performs aprocess of moving the position of the 2P cursor, on the basis of theinertial sensor data 305 and the above set movement speed (movementcontrol regarding the lock-on adjustable range 221 and change of thecursor color are performed similar to those in the case of the 1Pcursor). This is the end of the cursor control process.

[Operation Target Switching Process]

Referring back to FIG. 44, subsequent to the cursor control process, anoperation target switching process is performed in step S14. In thisprocess, a process for controlling switching of the operation targetusing the above character switching menu 207 is performed.

FIG. 49 is a flowchart showing the details of the operation targetswitching process. First, in step S71, the processor 81 determineswhether the 1P switching menu display flag 321 is set to be ON. That is,the processor 81 determines whether the character switching menu 207based on an operation by the first player is currently displayed. As aresult of the determination, when the 1P switching menu display flag 321is not ON (NO in step S71), the character switching menu 207 is notdisplayed. In this case, in step S75, the processor 81 determineswhether an operation for displaying the character switching menu 207 hasbeen performed, on the basis of the 1P operation data 302. As a result,when the operation has been performed (YES in step S75), the processor81 sets the 1P switching menu display flag 321 to be ON in step S76. Onthe other hand, when the operation has not been performed (NO in stepS75), the above process in step S76 is skipped, and the processor 81advances the processing to step S77 described later.

On the other hand, as a result of the above determination in step S71,when the 1P switching menu display flag 321 is set to be ON (YES in stepS71), the character switching menu 207 based on an operation by thefirst player is currently displayed, and the current state is a stateduring operation on the character switching menu 207. In this case, instep S72, the processor 81 determines whether an operation targetswitching instruction operation by the first player has been completed,on the basis of the 1P operation data 302. As a result of thedetermination, when the operation target switching instruction operationhas not been completed (NO in step S72), the processor 81 advances theprocessing to step S77 described later. On the other hand, when theoperation target switching instruction operation has been completed (YESin step S72), the processor 81 changes the operation target character ofthe first player on the basis of the 1P operation data 302 in step S73.Specifically, a process of updating the player character ID indicatingthe current operation target in the 1P character information 307 asappropriate is performed on the basis of the operation content.Thereafter, in step S74, the processor 81 sets the 1P switching menudisplay flag 321 to be OFF. That is, a process for deleting thecharacter switching menu 207 for the first player from the screen isperformed.

Next, in steps S77 to S82, processes similar to those in steps S71 toS76 described above are performed for the second player. First, in stepS77, the processor 81 determines whether the 2P switching menu displayflag 322 is set to be ON. As a result, when the 2P switching menudisplay flag 322 is not ON (NO in step S77), the processor 81 determinesin step S81 whether an operation for displaying the above characterswitching menu 207 has been performed, on the basis of the 2P operationdata 306. As a result, when the operation has been performed (YES instep S81), the processor 81 sets the 2P switching menu display flag 322to be ON in step S82. On the other hand, when the operation has not beenperformed (NO in step S81), the process in step S82 is skipped, and theprocessor 81 advances the processing to step S83 described later.

On the other hand, as a result of the above determination in step S77,when the 2P switching menu display flag 322 is set to be ON (YES in stepS77), the processor 81 determines in step S78 whether an operationtarget switching instruction operation by the second player has beencompleted, on the basis of the 2P operation data 306. As a result of thedetermination, when the operation target switching instruction operationhas not been completed (NO in step S78), the processor 81 advances theprocessing to step S83 described later. On the other hand, when theoperation target switching instruction operation has been completed (YESin step S78), the processor 81 changes the operation target character ofthe second player on the basis of the 2P operation data 306 in step S79.Specifically, a process of updating the player character ID indicatingthe current operation target in the 2P character information 308 asappropriate is performed on the basis of the operation content.Thereafter, in step S80, the processor 81 sets the 2P switching menudisplay flag 322 to be OFF.

Next, in step S83, whether switching of the operation target of eitherplayer has occurred as a result of the above processes in steps S71 toS82 is determined. That is, whether an operation target switchingoperation has been completed by either player is determined. As a resultof the determination, when switching of the operation target of anyplayer has not occurred (NO in step S83), the processor 81 ends theoperation target switching process. On the other hand, when switching ofthe operation target of any player has occurred (YES in step S83), theprocessor 81 determines in step S84 whether the operation mode 318 isthe “joining mode”. As a result of the determination, when the operationmode 318 is the “joining mode” (YES in step S84), the processor 81determines in step S85 whether the operation target after the switchingis the player character 201 that belongs to a party different from theparty to which the previous operation target belongs. That is, theprocessor 81 determines whether switching of the operation target hasbeen performed, when another player character 201 that is not theoperation target is present in another party in a state where the 1Pcharacter and the 2P character are joined together. As a result of thedetermination, when the switching of the operation target is switchingto the player character 201 in the other party (YES in step S85), theprocessor 81 sets the “other party mode change instruction” in the modechange instruction data 323, in step S86, in order to switch theoperation mode from the joining mode to the other party mode. On theother hand, as a result of the above determination, when the switchingof the operation target is not switching to the player character 201 inthe other party (NO in step S85), the process in step S86 is notperformed, and the processor 81 advances the processing to the nextstep.

On the other hand, as a result of the above determination in step S84,when the operation mode 318 is not the “joining mode” (NO in step S84),the processor 81 determines in step S87 whether the operation targetafter the switching is the rear character in another party. That is, theprocessor 81 determines whether, for example, the second player hasperformed an operation for switching the 2P character to the rearcharacter of the party of the 1P character in a state where the secondplayer plays in another party (division screen). As a result of thedetermination, when the switching of the operation target is switchingto the rear character (YES in step S87), the processor 81 sets the“joining mode change instruction” in the mode change instruction data323, in step S88, in order to switch the operation mode from the otherparty mode to the joining mode. On the other hand, when the switching ofthe operation target is not switching to the rear character (NO in stepS87), the process in step S88 is not performed, and the processor 81advances the processing to the next step.

Next, in step S89, as a process related to a fine adjustment operationusing the above-described inertial sensors, the processor 81 performs aprocess of initializing the movement amount of the cursor from thereference position and setting the current orientation of the controlleron which the above switching operation has been performed, as the“reference orientation”. This process is a process for resetting theorientation of the controller at timing when an operation other than amovement operation is performed, thereby enhancing the operability ofthe above cursor fine adjustment operation. This is the end of theoperation target switching process.

[Throwing Process]

Referring back to FIG. 44, subsequent to the operation target switchingprocess, the processor 81 performs a throwing process in step S15. Inthis process, a process regarding an operation for “throwing” thecompanion character 202 or the like and an operation for selecting anobject to be thrown is performed. Here, the operation for “throwing” is,for example, to press the A-button 53 when the controller is “verticallyheld” as described above, and to press the button 34 when the controlleris “horizontally held” as described above. In addition, the operationfor selecting an object to be thrown is different depending on thedisplayed to-be-thrown object selection UI 204 as described above, andis, in principle, to press either the first L-button 38 or the firstR-button 60 when the controller is “vertically held”, and to press thesecond L-button 43 when the controller is “horizontally held”. It shouldbe noted that, when the to-be-thrown object selection UI 204 having alayout suitable for the controller having a smaller number of operationsections is shared in the joining screen, only the first L-button 38 isassigned for a selection operation even when the controller is“vertically held”. In the following description, various objects to bethrown through a throwing operation are referred to as “to-be-thrownobjects”.

FIG. 51 is a flowchart showing the details of the above throwingprocess. First, in step S101, the processor 81 determines whether anoperation for selecting a to-be-thrown object has been performed byeither player, on the basis of the 1P operation data 302 and the 2Poperation data 306. As a result, when the operation for selecting ato-be-thrown object has been performed (YES in step S101), the processor81 changes the content of the current frame data 362 of the 1P sectionUI data 319 or the 2P selection UI data 320 on the basis of the contentof the operation in step S102. In addition, the processor 81 alsoupdates the content of the candidate data 363 as appropriateaccordingly. On the other hand, when the operation for selecting ato-be-thrown object has not been performed (NO in step S101), the aboveprocess in step S102 is skipped, and the processor 81 advances theprocessing to the next step.

Next, in step S103, the processor 81 determines whether a “throwing”operation has been performed by either player, on the basis of the 1Poperation data 302 and the 2P operation data 306. As a result, when the“throwing” operation has not been performed (NO in step S103), theprocessor 81 ends the throwing process. On the other hand, when the“throwing” operation has been performed (YES in step S103), theprocessor 81 specifies the currently selected to-be-thrown object forthe player who has performed the “throwing” operation, in step S104. Forexample, when the operation mode is the other party mode, a companioncharacter or a rear character that is set in the current frame of theto-be-thrown object selection UI for the player who has performed theoperation becomes a “to-be-thrown object”. In addition, when theoperation mode is the joining mode, only one to-be-thrown objectselection UI 204 is displayed and shared by the first player and thesecond player. Thus, depending on a selection operation by eitherplayer, a companion character or a rear character that is set in thecurrent frame 231 (in the case of the selection UI having the firstlayout) or the current frame 234 (in the case of the selection UI havingthe second layout) becomes a “to-be-thrown object”.

Next, in step S105, the processor 81 determines whether the“to-be-thrown object” is the above rear character. When the“to-be-thrown object” is the rear character (YES in step S105), theprocessor 81 causes the 1P character or the 2P character, for which the“throwing” operation has been performed, to make a motion of throwingthe rear character in step S106. Furthermore, the processor 81 moves therear character to the position of the cursor (1P cursor or 2P cursor)corresponding to the player character for which the “throwing” operationhas been performed (such that a parabola is drawn, for example).

Next, in step S107, the processor 81 updates the content of the partydata as appropriate such that the thrown rear character becomes a leaderof another party.

Next, in step S108, the processor 81 determines whether the thrown rearcharacter is the operation target of either player. As a result, whenthe thrown rear character is the operation target (YES in step S108), itis considered that the current situation is a situation in whichdivision of the party occurs by “throwing” the rear character in a statewhere the 1P character and the 2P character are present in the sameparty. Thus, in this case, in order to switch the operation mode fromthe joining mode to the other party mode, the processor 81 sets the“other party mode change instruction” in the mode change instructiondata 323 in step S109. On the other hand, when the thrown rear characteris not the operation target (NO in step S108), the process in step S109is skipped. It should be noted that a process of causing the thrown rearcharacter in this case to wait at the location to which the rearcharacter has been thrown is performed.

On the other hand, as a result of the above determination in step S105,when the “to-be-thrown object” is not the rear character (NO in stepS105), the processor 81 throws a companion character 202. In this case,in step S110, the processor 81 causes the 1P character or the 2Pcharacter, for which the “throwing operation has been performed, to makea motion of throwing the companion character that is set as the“to-be-thrown object” toward the position of the cursor (1P cursor or 2Pcursor) for the 1P character or the 2P character. Here, a plurality ofcompanion characters 202 may be present within the party. In this case,the processor 81 selects any one of the companion characters 202 of thesame type as the companion character indicated as the “to-be-thrownobject”, within the party, and causes the 1P character or the 2Pcharacter to make a throwing motion. The method for the selection may beany method, and an example thereof is to select the closest companioncharacter 202. Then, the processor 81 starts moving the companioncharacter 202, which is the to-be-thrown object, to the position of the1P cursor or the 2P cursor.

It should be noted that, thereafter, the processor 81 causes the throwncompanion character 202 to make a predetermined action at the locationto which the companion character 202 has moved, on the basis of the typeID 331 and the action definition data 333 of the companion charactermaster data 312. For example, the predetermined action is to attack anenemy character. In addition, a process of updating the contents of thecurrent position data 344 and the current state data 345 as appropriateon the basis of the content of the action is also performed. This is theend of the throwing process.

[Mode Setting Process]

Referring back to FIG. 44, subsequent to the throwing process, theprocessor 81 performs a mode setting process in step S16. In thisprocess, a process for changing the operation mode is performed. FIG. 52is a diagram showing the details of the mode setting process. First, instep S121, the processor 81 refers to the operation mode 318 anddetermines whether the current operation mode is the “joining mode”. Asa result of the determination, when the current operation mode is notthe “joining mode”, that is, is the “other party mode” (NO in stepS121), the processor 81 determines in step S122 whether theabove-described “joining operation” has been performed, or the “joiningmode change instruction” is set in the mode change instruction data 323.As a result of the determination, when the joining operation has notbeen performed and the “joining mode change instruction” is not set (NOin step S122), the processor 81 advances the processing to step S127described later. On the other hand, when the “joining operation” hasbeen performed or when the “joining mode change instruction” is set (YESin step S122), the processor 81 performs a joining process in step S123.

FIG. 53 is a flowchart showing the details of the above joining process.First, in step S131, the processor 81 determines whether the joiningoperation has been performed. That is, the processor 81 determineswhether the joining process has been performed on the basis of thejoining operation or the “joining mode change instruction”. As a resultof the determination, when the joining operation has been performed (YESin step S131), the processor 81 performs, in step S132, a process ofreferring to the 1P operation data 302 and the 2P operation data 306 anddetermining either the 1P character or the 2P character as a leadercharacter on the basis of the operation content. Furthermore, in stepS133, the processor 81 performs a process of setting the character thathas not been determined as the leader character, as a rear character.For example, when the 2P character moves toward and thus comes intocontact with the 1P character that is not moving (that is, when the 2Pcharacter comes into contact with the 1P character such that the 2Pcharacter collides with the 1P character), the 1P character isdetermined as a leader character. That is, the processor 81 performs aprocess in which the 2P character is added to the party of the 1Pcharacter. Specifically, the processor 81 performs a process of settingthe player character ID of the 1P character in the leader characterinformation of the party data corresponding to the party to which thedetermined leader character belongs (here, the first party data 315) andsetting the player character ID of the 2P character in the first rearcharacter information 352. That is, the processor 81 performs a processof resetting the party in which the joining operation is reflected, insteps S132 and S133.

On the other hand, as a result of the above determination in step S131,when the joining operation has not been performed, that is, when thejoining process has been performed on the basis of the “joining modechange instruction” (NO step S131), this case is a case where theoperation mode is switched from the other party mode to the joining modeas a result of the above-described switching of the operation character.In this case, a leader character and a rear character have already beenset, thus the above processes in steps S132 and S133 are skipped, andthe processor 81 proceeds to the next process step.

Next, in step S134, the processor 81 sets information indicating “duringswitching to joining screen”, in the screen switching state data 324.This is the end of the joining process.

Referring back to FIG. 52, next, the processor 81 sets the “joiningmode” in the operation mode 318 in step S124. Thereafter, the modesetting process is ended.

On the other hand, as a result of the above determination in step S121,when the current operation mode is the “joining mode” (YES in stepS121), the processor 81 determines in step S125 whether theabove-described “breakup operation” has been performed or the “otherparty mode change instruction” is set in the mode change instructiondata 323. As a result of the determination, when the breakup operationhas not been performed and the “other party mode change instruction” isnot set (NO in step S125), the processor 81 advances the processing tostep S124 described above. On the other hand, when the “breakupoperation” has been performed or when the “other party mode changeinstruction” is set (YES in step S125), the processor 81 performs adividing process in step S126.

FIG. 54 is a flowchart showing the details of the above dividingprocess. First, in step S141, the processor 81 determines whether theabove breakup operation has been performed. That is, the processor 81determines whether the dividing process is being performed on the basisof the breakup operation or the “other party mode change instruction”.Here, an example of the breakup operation is an operation of pressingthe B-button 54 consecutively three times within a predetermined timewhen the controller is “vertically held”, and a process of tilting theanalog stick 32 downward consecutively three times within apredetermined time when the controller is “horizontally held”. As aresult of the determination, when the breakup operation has beenperformed (YES in step S141), the processor 81 determines in step S142whether the breakup operation has been performed by the player who isoperating the rear character. As a result of the determination, when thebreakup operation is not a breakup operation by the player who isoperating the rear character (NO in step S142), it means that the playerwho is operating the leader character has performed the breakupoperation. In this case, in step S143, the processor 81 performs aprocess of breaking up the party for which the breakup operation hasbeen performed. For example, the case where the leader character is the1P character and the first player has performed the breakup operation isconsidered. In this case, a process of clearing the content of thecompanion character information 354 is performed on the party data ofthe operation target of the first player. In addition, when the 2Pcharacter (rear) is present in the same party, a process of removing the2P character (rear) from the party data corresponding to the party thatis the operation target of the first player and setting the 2P characteras a leader character in party data of another party, is also performed.Moreover, when a rear character that is not the 2P character is presentin the party, a process of resetting this rear character as the firstrear character information 352 is also performed. It should be notedthat, when the 2P character is not present in the same party, only aprocess of clearing the content of the companion character information354 is performed. In addition to the above, various processes forbreaking up the party are also performed as appropriate. Thereafter, theprocessor 81 advances the processing to step S145 described later.

On the other hand, when the breakup operation is a breakup operation bythe player who is operating the rear character (YES in step S142), theprocessor 81 performs, in step S144, a process for setting the rearcharacter that is the operation target of the player who has performedthe breakup operation, as a leader of another party. For example, whenthe first party data 315 corresponds to the party of the operationtarget of the first player, a process of setting the content of thefirst rear character information 352 of the first party data 315 as theleader character information 351 of the second party data 316 isperformed. In addition, when another rear character is present in theparty, a process of resetting the rear character as the first rearcharacter information 352 is also performed. Moreover, when another rearcharacter is not present in the party, a process of clearing the contentof the first rear character information 352 of the first party data 315is performed.

Next, in step S145, the processor 81 sets information indicating “duringswitching to division screen”, in the screen switching state data 324.This is the end of the dividing process.

Referring back to FIG. 52, next, the processor 81 sets the “other partymode” in the operation mode 318 in step S127. This is the end of themode setting process.

[Processes for Other Objects]

Referring back to FIG. 44, subsequent to the mode setting process, instep S17, the processor 81 performs processes regarding various objectsother than the player characters 201. For example, control of movementof an enemy character, etc., are performed.

[Virtual Camera Setting Process]

Next, in step S18, the processor 81 performs a virtual camera settingprocess. In this process, a process of setting various parameters of thevirtual cameras for taking images of the virtual game space isperformed. FIG. 55 is a flowchart showing the details of the virtualcamera setting process. In FIG. 55, first, in step S161, the processor81 refers to the screen switching state data 324 and determines whether“during switching to joining screen” is set. As a result of thedetermination, when it is “during switching to joining screen” (YES instep S161), it is considered that the current state is a state ofswitching from the “division screen” to the “joining screen” throughseveral frames. In this case, in step S162, the processor 81 setsvarious parameters of the virtual cameras for switching from the“division screen” to the “joining screen”. For example, when switchingfrom the “division screen” to the “joining screen”, a representation inwhich the width of the 1P display area is gradually increased and the 2Pdisplay area is decreased such that the 2P display area is pushed out ofthe screen, is performed through several frames. In this case, forexample, setting or the like in which, while the gazing point of thevirtual camera for 1P is kept set at the 1P character, the display areacorresponding to the virtual camera for 1P is gradually widened, isperformed. Moreover, setting or the like in which the display areacorresponding to the virtual camera for 2P is narrowed is alsoperformed. In addition to the above, various parameters such as aposition of each virtual camera are set as appropriate.

Next, in step S163, the processor 81 determines whether the switchingfrom the “division screen” to the “joining screen” has been completed.As a result of the determination, when the switching has been completed(YES in step S163), the processor 81 clears the screen switching statedata 324 in step S167. Thereafter, the processor 81 proceeds to stepS168. On the other hand, when the switching has not been completed (NOin step S163), the processor 81 does not perform the process in stepS167 and proceeds to step S168.

On the other hand, as a result of the above determination in step S161,when “during switching to joining screen” is not set (NO in step S161),the processor 81 subsequently determines in step S164 whether “duringswitching to division screen” is set. As a result of the determination,when “during switching to division screen” is set (YES in step S16), itis considered that the current state is a state of switching from the“joining screen” to the “division screen” through several frames. Inthis case, in step S165, the processor 81 sets various parameters of thevirtual cameras for switching from the “joining screen” to the “divisionscreen”. For example, when switching from the “joining screen” to the“division screen”, a representation in which the 2P display area entersthe screen from the right side toward the left side so as to push the 1Pdisplay area, is performed. In this case, for example, setting or thelike in which the display area corresponding to the virtual camera for1P is gradually narrowed such that the display area corresponding to thevirtual camera for 1P finally has a size in which the display areaoccupies the left half of the screen, is performed. In addition, for thevirtual camera for 2P, setting or the like in which the display areacorresponding to the virtual camera for 2P is gradually increased suchthat the display area finally has a size in which the display areaoccupies the right half of the screen, is also performed.

Next, in step S166, the processor 81 determines whether the switchingfrom the “joining screen” to the “division screen” has been completed.As a result of the determination, when the switching has been completed(YES in step S166), the processor 81 clears the screen switching statedata 324 in step S167 described above. Thereafter, the processor 81 endsthe virtual camera setting process. On the other hand, when theswitching has not been completed (NO in step S166), the processor 81does not perform the process in step S167 and proceeds to step S168.

On the other hand, as a result of the above determination in step S164,when it is also not during switching to the division screen (NO in stepS164), it is considered that the current state is a state of either theabove “joining screen” or “division screen” after the end of switching.In this case, in step S169, the processor 81 performs setting of thevirtual cameras in accordance with the operation mode 318 at that time.That is, the processor 81 performs setting of the virtual camerassuitable for the screen in accordance with whether the screen is the“joining screen” or the “division screen”. For example, in the case ofthe “joining screen”, the size of the display area corresponding to thevirtual camera for 1P is set such that the entire screen is used, and,in the case of the “division screen”, the size of the display areacorresponding to the virtual camera for 1P and the size of the displayarea corresponding to the virtual camera for 2P are each set such thatthe display area has a size that is half of that at the time of “joiningscreen”.

Next, in step S168, the processor 81 performs a process of settingvarious parameters of the virtual cameras as appropriate. For example,the processor 81 sets a position, an orientation, an angle of view, andthe like of the virtual camera, corresponding to each player character201, at each frame such that the virtual camera moves following movementof the player character 201. In addition, when the player has performedan operation for rotating the virtual camera or an operation for zoomingin/out the virtual camera, a process of setting an imaging direction oran angle of view of the virtual camera as appropriate in accordance withthe operation content is also performed. Thereafter, the virtual camerasetting process is ended.

[UI Placement Process]

Referring back to FIG. 44, when the virtual camera setting process hasended, the processor 81 subsequently performs a UI placement process instep S19. In this process, a process of placing objects corresponding tothe above-described to-be-thrown object selection UI 204 and theabove-described operation character information image 205 at appropriatepositions in the virtual game space, etc., are performed such that theto-be-thrown object selection UI 204 and the operation characterinformation image 205 are displayed in a game image. The appropriatepositions are such positions in the virtual game space that theto-be-thrown object selection UI 204 and the operation characterinformation image 205 are displayed at the positions shown in FIG. 8 or15 described above or the like when the game image is displayed on thescreen. In addition, as necessary, a process of placing objectscorresponding to the character switching menu 207 in the virtual gamespace is also performed similar to the above.

FIG. 56 is a flowchart showing the details of the UI placement process.First, in step S181, the processor 81 refers to the operation mode 318and determines whether the current operation mode is the “joining mode”.As a result, when the current operation mode is the “joining mode” (YESin step S181), the processor 81 places the to-be-thrown object selectionUI 204 for the “joining mode” within the virtual game space in stepS182. As described above, in the case of the “joining mode”, theto-be-thrown object selection UI 204 suitable for the controller havinga smaller number of operation sections is used. Thus, in this process,either the above “selection UI having the first layout” or the above“selection UI having the second layout” is selected in accordance withthe type of the controller being used, and objects corresponding to theUI are placed at appropriate positions within the virtual game space. Inaddition, contents to be displayed in the UI are set as appropriate onthe basis of the contents of the current frame data 362 and thecandidate data 363.

On the other hand, as a result of the above determination in step S181,when the current operation mode is not the “joining mode”, that is, whenthe current operation mode is the “other party mode” (NO in step S181),the processor 81 places the to-be-thrown object selection Us 204 for the“other party mode” within the virtual game space in step S183. In thiscase, since the screen is the “division screen”, the to-be-thrown objectselection Us 204 having layouts suitable for the controllers used by therespective players are placed at appropriate positions within thevirtual game space.

Next, in step S184, the processor 81 determines whether the 1P switchingmenu display flag 321 is ON. When the 1P switching menu display flag 321is ON (YES in step S184), the processor 81 places the characterswitching menu 207 for an operation by the first player at anappropriate position within the virtual space in step S185. On the otherhand, when 1P switching menu display flag 321 is OFF (NO in step S184),if the character switching menu 207 for an operation by the first playerhas been located within the virtual game space, the processor 81performs a process of deleting the character switching menu 207 in stepS186. If the character switching menu 207 has not been located, nothingis particularly performed.

Next, in step S187, the processor 81 determines whether the 2P switchingmenu display flag 322 is ON. When the 2P switching menu display flag 322is ON (YES in step S187), the processor 81 places the characterswitching menu 207 for an operation by the second player at anappropriate position within the virtual space in step S188. In addition,contents to be displayed in the character switching menu 207 are alsoset as appropriate on the basis of the contents of the current framedata 362 and the candidate data 363. On the other hand, when the 2Pswitching menu display flag 322 is OFF (NO in step S187), if thecharacter switching menu 207 for an operation by the second player hasbeen located within the virtual game space, the processor 81 performs aprocess of deleting the character switching menu 207 in step S189. Inaddition, similar to step S186, nothing is particularly performed if thecharacter switching menu 207 has not been located. This is the end ofthe UI placement process.

Referring back to FIG. 44, when the UI placement process has ended, theprocesses based on the operation contents end.

This is the end of the detailed description of the game processaccording to the exemplary embodiment.

As described above, in the exemplary embodiment, control of seamlesslyswitching between the joining screen and the division screen isperformed in accordance with whether the 1P character and the 2Pcharacter are present in the same party or different parties.Accordingly, it is possible to provide an easily viewable screen displayin accordance with the situation of the game. For example, when the 1Pcharacter and the 2P character are present in the same party, the 1Pcharacter and the 2P character are controlled such that the distancebetween both characters is not so large (that is, movement of the rearcharacter is limited on the basis of the position of the leadercharacter), and thus are more easily viewed when being displayed in asingle screen. In addition, when the 1P character and the 2P characterare present in different parties, since completely separate operationscan be performed for the 1P character and the 2P character, the divisionscreen is more easily viewable. Accordingly, an appropriate and easilyviewable game screen can be provided in accordance with the partyparticipation state of each player.

In addition, in the exemplary embodiment, regarding the above 1P cursorand 2P cursor (including the case of the lock-on cursor), the referencepositions of the cursors are set on the basis of the positions and thedirections of the 1P character and the 2P character. The cursor positioncan be changed further from the reference position on the basis ofinputs by the inertial sensors. Accordingly, the cursor position can becontrolled only by a simple operation that is a movement direction inputfor the player character 201, and the position can be further finelyadjusted, for example, by changing the orientation of the controller,whereby the operability can be improved. Furthermore, in the exemplaryembodiment, a movement speed of the cursor when finely adjusting thecursor position on the basis of the inertial sensors is made differentbetween the case where the current state is the lock-on state and thecase where the current state is not the lock-on state. Accordingly, fineadjustment of the cursor position is allowed to be more easilyperformed, by making a movement amount of the cursor with respect to thesame orientation change smaller, for example, in the lock-on state inwhich the necessity of aiming at an enemy character is high, and thusthe operability can be further improved.

Moreover, in the exemplary embodiment, the first player and the secondplayer can use controllers having different numbers of operationsections, and the multiple to-be-thrown object selection Us areselectively used in accordance with the difference between the numbersof operation sections of the controllers. Accordingly, a selectionoperation suitable for the number of operation sections of thecontroller is easily performed, and the UI to be used for the selectionoperation can be a UI suitable for the controller, so that theconvenience of the player can be enhanced.

[Modifications]

In the above example, play by two players has been taken as an example,and the case where two display areas are used in the division screen hasbeen described as an example. In another embodiment, play may beperformed by three or more players, and the number of display areas atthe time of division may be a number corresponding to the number ofplayers. For example, in the case of play by four players using fourplayer characters, the number of display areas may be at most four.Then, in accordance with change of party structure, player charactersthat belong to the same party may be collectively displayed in the samedisplay area. For example, when player characters A, B, C, and D arepresent, if the respective player characters are present in differentparties, four display areas may be used in the division screen. Forexample, display areas arranged in two columns and two rows may be used.In addition, when the player characters A and B are present in a firstparty and the player characters C and D are present in a second party,the division screen may have two screens at the right and left sides,one of the display areas may be displayed as a joining screen for thefirst party, and the other of the display areas may be displayed as ajoining screen for the second party. Moreover, also when the playercharacters A, B, and C form a first party and only the player characterD forms a second party, the division screen may have two display areasat the right and left sides, one of the display areas may be displayedas a joining screen for the first party, and the other of the displayareas may be displayed as a joining screen for the second party.Furthermore, when all the four player characters are present in the sameparty, a joining screen may be displayed only as a single screen.Furthermore, when three parties are present, for example, threedivisional display areas may be used in the division screen, or onlythree display areas among four divisional display areas arranged in twocolumns and two rows as described above may be used.

In the above embodiment, the example in which a “throwing” motion ismade when moving the companion character 202 or the like has beendescribed. The motion to be made when moving the companion character orthe like is not limited to the “throwing” motion, but may be anothermotion. That is, any motion may be used as long as it is a motion thatmoves the companion character 202 or the like to a position away fromthe position of the player character 201 to some extent, within apredetermined time (for example, within approximately several seconds).For example, the companion character 202 or the like may beinstantaneously moved to the position of the cursor, or may be moved tothe cursor position such that the companion character 202 or the like is“rolled”, for example, like a bowling ball.

In the above example, the case where the number of characters that canbe operated by players is three has been taken as an example. In anotherembodiment, four or more player characters may be used. In addition, inanother embodiment, only two player characters may be used. In thiscase, when an operation for switching the above operation target hasbeen performed, a process of exchanging the operation target charactersof the first player and the second player with each other may beperformed.

In the above embodiment, the case where a series of processes accordingto the game process are performed in a single apparatus has beendescribed. In another embodiment, the series of processes may beperformed in an information processing system that includes a pluralityof information processing apparatuses. For example, in an informationprocessing system that includes a terminal side apparatus and a serverside apparatus capable of communicating with the terminal side apparatusvia a network, a part of the series of processes may be performed by theserver side apparatus. Alternatively, in an information processingsystem that includes a terminal side apparatus and a server sideapparatus capable of communicating with the terminal side apparatus viaa network, a main process of the series of the processes may beperformed by the server side apparatus, and a part of the series of theprocesses may be performed by the terminal side apparatus. Stillalternatively, in the information processing system, a server sidesystem may include a plurality of information processing apparatuses,and a process to be performed in the server side system may be dividedand performed by the plurality of information processing apparatuses.

While the exemplary embodiments have been described in detail, theforegoing description is in all aspects illustrative and notrestrictive. It is to be understood that numerous other modificationsand variations can be devised without departing from the scope of theexemplary embodiments.

What is claimed is:
 1. A computer-readable non-transitory storage mediumhaving stored therein a game program to be executed by a computer of aninformation processing apparatus that executes a multiplayer game by aplurality of players, the game program causing the computer to: acquirefirst operation data from a first controller and acquire secondoperation data from a second controller; control a first playercharacter within a virtual space on the basis of the first operationdata and control the second player character within the virtual space onthe basis of the second operation data; control a virtual camera withinthe virtual space and generate and output a game image of the virtualspace to a display section; and switch an operation mode between a firstmode and a second mode, wherein in the first mode, the first playercharacter is moved within the virtual space on the basis of the firstoperation data and the second player character is moved within thevirtual space on the basis of the second operation data, and a displayarea for a game image is divided into a first display area and a seconddisplay area and a game image in which at least the first playercharacter is included in the first display area and at least the secondplayer character is included in the second display area is generated,and in the second mode, the first player character is moved within thevirtual space on the basis of the first operation data and the secondplayer character is moved within a predetermined range based on aposition of the first player character, on the basis of the secondoperation data, and the display area is not divided and a game image inwhich the first player character and the second player character areincluded in a single display area is generated.
 2. The storage mediumaccording to claim 1, wherein the game program further causes thecomputer to perform a process of changing an operation target from aplayer character that has been an operation target of the firstcontroller or the second controller so far, to another player characterwithin the virtual space in accordance with an operation target changeinstruction based on the first operation data or the second operationdata, and setting the other player character after the change as thefirst player character or the second player character.
 3. The storagemedium according to claim 2, wherein the game program further causes thecomputer to: control a member character that is a character differentfrom the player characters; set a plurality of parties each including atleast one leader character; add one or more member characters to theparty on the basis of the first operation data or the second operationdata; when setting the party, set either one of the first and secondplayer characters as the leader character and set the player object thatis not the leader character as a rear character within the same party;and when switching the operation mode, set the operation mode to thefirst mode if the first player character and the second player characterform different parties, and set the operation mode to the second mode ifthe first player character and the second player character form the sameparty.
 4. The storage medium according to claim 3, wherein, when theoperation mode is the second mode, if the player character that has beenan operation target of the first controller or the second controller isswitched to a third player character different from the first playercharacter and the second player character and the third player characterbelongs to a party different from the party to which the first playercharacter and the second player character belong, the operation mode isswitched from the second mode to the first mode when performing theswitching.
 5. The storage medium according to claim 1, wherein when apredetermined instruction is performed on the basis of the firstoperation data, a forced movement process of causing the first playercharacter to make a motion of forcedly moving the second playercharacter to a position away from the first player character is furtherperformed, and if the forced movement process is performed when theoperation mode is the second mode, the operation mode is switched to thefirst mode.
 6. The storage medium according to claim 1, wherein theinformation processing program further causes the computer to perform aprocess of placing a first cursor object in a first display color at apredetermined position based on the position of the first playercharacter and placing a second cursor object in a second display color,which is different from the first display color, at a predeterminedposition based on a position of the second player character.
 7. Thestorage medium according to claim 1, wherein, when the operation mode isthe first mode, if the first player character and the second playercharacter come into contact with each other, the operation mode isswitched from the first mode to the second mode.
 8. A game system thatincludes at least one processor and executes a multiplayer game by aplurality of players, the at least one processor included in the systemsingly or in cooperation executing: acquiring first operation data froma first controller and acquiring second operation data from a secondcontroller; controlling a first player character within a virtual spaceon the basis of the first operation data and controlling the secondplayer character within the virtual space on the basis of the secondoperation data; controlling a virtual camera within the virtual spaceand generating and outputting a game image of the virtual space to adisplay section; and switching an operation mode between a first modeand a second mode, wherein in the first mode, the first player characteris moved within the virtual space on the basis of the first operationdata and the second player character is moved within the virtual spaceon the basis of the second operation data, and a display area for a gameimage is divided into a first display area and a second display area anda game image in which at least the first player character is included inthe first display area and at least the second player character isincluded in the second display area is generated, and in the secondmode, the first player character is moved within the virtual space onthe basis of the first operation data and the second player character ismoved within a predetermined range based on a position of the firstplayer character, on the basis of the second operation data, and thedisplay area is not divided and a game image in which the first playercharacter and the second player character are included in a singledisplay area is generated.
 9. The game system according to claim 8,wherein the game system further changes an operation target from aplayer character that has been an operation target of the firstcontroller or the second controller so far, to another player characterwithin the virtual space in accordance with an operation target changeinstruction based on the first operation data or the second operationdata, and sets the other player character after the change as the firstplayer character or the second player character.
 10. The game systemaccording to claim 9, wherein the game system further: controls a membercharacter that is a character different from the player characters; setsa plurality of parties each including at least one leader character;adds one or more member characters to the party on the basis of thefirst operation data or the second operation data; when setting theparty, sets either one of the first and second player characters as theleader character and sets the player object that is not the leadercharacter as a rear character within the same party; and when performingthe switching, sets the operation mode to the first mode if the firstplayer character and the second player character form different parties,and sets the operation mode to the second mode if the first playercharacter and the second player character form the same party.
 11. Thegame system according to claim 10, wherein, when the operation mode isthe second mode, if the player character that has been an operationtarget of the first controller or the second controller is switched to athird player character different from the first player character and thesecond player character and the third player character belongs to aparty different from the party to which the first player character andthe second player character belong, the game system switches theoperation mode from the second mode to the first mode.
 12. The gamesystem according to claim 8, wherein when a predetermined instruction isperformed on the basis of the first operation data, the game systemfurther performs a forced movement process of causing the first playercharacter to make a motion of forcedly moving the second playercharacter to a position away from the first player character, and if theforced movement process is performed when the operation mode is thesecond mode, the game system switches the operation mode to the firstmode.
 13. The game system according to claim 8, wherein the game systemfurther places a first cursor object in a first display color at apredetermined position based on the position of the first playercharacter and places a second cursor object in a second display color,which is different from the first display color, at a predeterminedposition based on a position of the second player character.
 14. Thegame system according to claim 8, wherein, when the operation mode isthe first mode, if the first player character and the second playercharacter come into contact with each other, the game system switchesthe operation mode from the first mode to the second mode.
 15. A gameapparatus control method executed by a computer that controls a gameapparatus that executes a multiplayer game by a plurality of players,the game apparatus control method causing the computer to: acquire firstoperation data from a first controller and acquire second operation datafrom a second controller; control a first player character within avirtual space on the basis of the first operation data and control thesecond player character within the virtual space on the basis of thesecond operation data; control a virtual camera within the virtual spaceand generate a game image of the virtual space; and switch an operationmode between a first mode and a second mode, wherein in the first mode,the first player character is moved within the virtual space on thebasis of the first operation data and the second player character ismoved within the virtual space on the basis of the second operationdata, and a display area for a game image is divided into a firstdisplay area and a second display area and a game image in which atleast the first player character is included in the first display areaand at least the second player character is included in the seconddisplay area is generated, and in the second mode, the first playercharacter is moved within the virtual space on the basis of the firstoperation data and the second player character is moved within apredetermined range based on a position of the first player character,on the basis of the second operation data, and the display area is notdivided and a game image in which the first player character and thesecond player character are included in a single display area isgenerated.
 16. The game apparatus control method according to claim 15,further causing the computer to perform a process of changing anoperation target from a player character that has been an operationtarget of the first controller or the second controller so far, toanother player character within the virtual space in accordance with anoperation target change instruction based on the first operation data orthe second operation data, and setting the other player character afterthe change as the first player character or the second player character.17. The game apparatus control method according to claim 15, whereinwhen a predetermined instruction is performed on the basis of the firstoperation data, a forced movement process of causing the first playercharacter to make a motion of forcedly moving the second playercharacter to a position away from the first player character is furtherperformed, and if the forced movement process is performed when theoperation mode is the second mode, the operation mode is switched to thefirst mode.
 18. A game apparatus that includes at least one processorand executes a multiplayer game by a plurality of players, the gameapparatus executing: acquiring first operation data from a firstcontroller and acquiring second operation data from a second controller;controlling a first player character within a virtual space on the basisof the first operation data and controlling the second player characterwithin the virtual space on the basis of the second operation data;controlling a virtual camera within the virtual space and generating andoutputting a game image of the virtual space to a display section; andswitching an operation mode between a first mode and a second mode,wherein in the first mode, the first player character is moved withinthe virtual space on the basis of the first operation data and thesecond player character is moved within the virtual space on the basisof the second operation data, and a display area for a game image isdivided into a first display area and a second display area and a gameimage in which at least the first player character is included in thefirst display area and at least the second player character is includedin the second display area is generated, and in the second mode, thefirst player character is moved within the virtual space on the basis ofthe first operation data and the second player character is moved withina predetermined range based on a position of the first player character,on the basis of the second operation data, and the display area is notdivided and a game image in which the first player character and thesecond player character are included in a single display area isgenerated.
 19. The game apparatus according to claim 18, wherein thegame apparatus further changes an operation target from a playercharacter that has been an operation target of the first controller orthe second controller so far, to another player character within thevirtual space in accordance with an operation target change instructionbased on the first operation data or the second operation data, and setsthe other player character after the change as the first playercharacter or the second player character.
 20. The game apparatusaccording to claim 18, wherein when a predetermined instruction isperformed on the basis of the first operation data, the game apparatusfurther performs a forced movement process of causing the first playercharacter to make a motion of forcedly moving the second playercharacter to a position away from the first player character, and if theforced movement process is performed when the operation mode is thesecond mode, game apparatus switches the operation mode to the firstmode.